1 #include "angband.h"
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4 #include "player-damage.h"
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5 #include "projection.h"
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6 #include "spells-summon.h"
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9 static s16b normal_traps[MAX_NORMAL_TRAPS];
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13 * @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
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16 void init_normal_traps(void)
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20 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
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21 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
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22 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
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23 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
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24 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
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25 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
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26 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
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27 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
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28 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
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29 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
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30 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
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31 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
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32 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
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33 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
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34 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
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35 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
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36 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
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37 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
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41 * @brief 基本トラップをランダムに選択する /
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43 * @return 選択したトラップのID
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45 * This routine should be redone to reflect trap "level".\n
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46 * That is, it does not make sense to have spiked pits at 50 feet.\n
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47 * Actually, it is not this routine, but the "trap instantiation"\n
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48 * code, which should also check for "trap doors" on quest levels.\n
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50 FEAT_IDX choose_random_trap(void)
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57 /* Hack -- pick a trap */
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58 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
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60 /* Accept non-trapdoors */
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61 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
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63 /* Hack -- no trap doors on special levels */
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64 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
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66 /* Hack -- no trap doors on the deepest level */
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67 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
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76 * @brief マスに存在するトラップを秘匿する /
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77 * Disclose an invisible trap
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78 * @param y 秘匿したいマスのY座標
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79 * @param x 秘匿したいマスのX座標
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82 void disclose_grid(POSITION y, POSITION x)
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84 cave_type *c_ptr = &cave[y][x];
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86 if (cave_have_flag_grid(c_ptr, FF_SECRET))
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88 /* No longer hidden */
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89 cave_alter_feat(y, x, FF_SECRET);
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91 else if (c_ptr->mimic)
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93 /* No longer hidden */
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102 * @brief マスをトラップを配置する /
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103 * The location must be a legal, naked, floor grid.
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104 * @param y 配置したいマスのY座標
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105 * @param x 配置したいマスのX座標
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107 * Note that all traps start out as "invisible" and "untyped", and then\n
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108 * when they are "discovered" (by detecting them or setting them off),\n
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109 * the trap is "instantiated" as a visible, "typed", trap.\n
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111 void place_trap(POSITION y, POSITION x)
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113 cave_type *c_ptr = &cave[y][x];
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115 /* Paranoia -- verify location */
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116 if (!in_bounds(y, x)) return;
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118 /* Require empty, clean, floor grid */
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119 if (!cave_clean_bold(y, x)) return;
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121 /* Place an invisible trap */
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122 c_ptr->mimic = c_ptr->feat;
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123 c_ptr->feat = choose_random_trap();
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129 * @brief プレイヤーへのトラップ命中判定 /
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130 * Determine if a trap affects the player.
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131 * @param power 基本回避難度
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132 * @return トラップが命中した場合TRUEを返す。
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134 * Always miss 5% of the time, Always hit 5% of the time.
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135 * Otherwise, match trap power against player armor.
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137 static int check_hit(int power)
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142 /* Percentile dice */
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145 /* Hack -- 5% hit, 5% miss */
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146 if (k < 10) return (k < 5);
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148 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
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149 if (one_in_(20)) return (TRUE);
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151 /* Paranoia -- No power */
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152 if (power <= 0) return (FALSE);
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155 ac = p_ptr->ac + p_ptr->to_a;
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157 /* Power competes against Armor */
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158 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
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166 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
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167 * @param trap_feat_type トラップの種別ID
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170 static void hit_trap_pit(int trap_feat_type)
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173 concptr trap_name = "";
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174 concptr spike_name = "";
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176 switch (trap_feat_type)
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179 trap_name = _("落とし穴", "a pit trap");
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181 case TRAP_SPIKED_PIT:
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182 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
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183 spike_name = _("スパイク", "spikes");
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185 case TRAP_POISON_PIT:
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186 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
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187 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
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193 if (p_ptr->levitation)
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195 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
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199 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
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202 dam = damroll(2, 6);
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204 /* Extra spike damage */
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205 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
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208 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
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211 (void)set_cut(p_ptr->cut + randint1(dam));
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213 if (trap_feat_type == TRAP_POISON_PIT) {
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214 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
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216 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
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221 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
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226 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
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230 * @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
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231 * @return ダーツが命中した場合TRUEを返す
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233 static bool hit_trap_dart(void)
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237 if (check_hit(125))
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239 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
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240 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
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241 if (!CHECK_MULTISHADOW()) hit = TRUE;
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245 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."));
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252 * @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
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253 * @param stat 低下する能力値ID
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256 static void hit_trap_lose_stat(int stat)
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258 if (hit_trap_dart())
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265 * @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
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268 static void hit_trap_slow(void)
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270 if (hit_trap_dart())
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272 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
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277 * @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
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278 * @param trap_message メッセージの補完文字列
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279 * @param resist 状態異常に抵抗する判定が出たならTRUE
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280 * @param set_status 状態異常を指定する関数ポインタ
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281 * @param turn 状態異常の追加ターン量
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284 static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
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286 msg_print(trap_message);
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289 set_status(turn_aux);
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294 * @brief プレイヤーへのトラップ作動処理メインルーチン /
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295 * Handle player hitting a real trap
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296 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
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299 void hit_trap(bool break_trap)
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302 POSITION x = p_ptr->x, y = p_ptr->y;
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304 /* Get the cave grid */
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305 cave_type *c_ptr = &cave[y][x];
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306 feature_type *f_ptr = &f_info[c_ptr->feat];
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307 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
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308 concptr name = _("トラップ", "a trap");
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310 disturb(FALSE, TRUE);
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312 cave_alter_feat(y, x, FF_HIT_TRAP);
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315 switch (trap_feat_type)
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317 case TRAP_TRAPDOOR:
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319 if (p_ptr->levitation)
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321 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
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325 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
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326 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
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327 msg_print(_("くっそ~!", ""));
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328 else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
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329 msg_print(_("ジュラル星人の仕業に違いない!", ""));
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333 dam = damroll(2, 8);
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334 name = _("落とし戸", "a trap door");
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336 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
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338 /* Still alive and autosave enabled */
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339 if (autosave_l && (p_ptr->chp >= 0))
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340 do_cmd_save_game(TRUE);
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342 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
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343 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
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346 p_ptr->leaving = TRUE;
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352 case TRAP_SPIKED_PIT:
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353 case TRAP_POISON_PIT:
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355 hit_trap_pit(trap_feat_type);
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359 case TRAP_TY_CURSE:
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361 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
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362 num = 2 + randint1(3);
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363 for (i = 0; i < num; i++)
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365 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
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368 if (dun_level > randint1(100)) /* No nasty effect for low levels */
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370 bool stop_ty = FALSE;
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375 stop_ty = activate_ty_curse(stop_ty, &count);
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376 } while (one_in_(6));
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381 case TRAP_TELEPORT:
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383 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
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384 teleport_player(100, TELEPORT_PASSIVE);
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390 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
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391 dam = damroll(4, 6);
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392 (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
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398 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
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399 dam = damroll(4, 6);
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400 (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
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410 case TRAP_LOSE_STR:
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412 hit_trap_lose_stat(A_STR);
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416 case TRAP_LOSE_DEX:
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418 hit_trap_lose_stat(A_DEX);
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422 case TRAP_LOSE_CON:
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424 hit_trap_lose_stat(A_CON);
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430 hit_trap_set_abnormal_status(
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431 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
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432 p_ptr->resist_blind,
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433 set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
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439 hit_trap_set_abnormal_status(
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440 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
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441 p_ptr->resist_conf,
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442 set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
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448 hit_trap_set_abnormal_status(
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449 _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
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450 p_ptr->resist_pois || IS_OPPOSE_POIS(),
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451 set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
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457 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
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458 if (!p_ptr->free_act)
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460 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
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462 if (ironman_nightmare)
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464 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
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466 /* Have some nightmares */
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467 sanity_blast(NULL, FALSE);
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470 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
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477 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
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478 /* Make some new traps */
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479 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
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486 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
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488 aggravate_monsters(0);
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495 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
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496 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
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497 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
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498 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
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499 aggravate_monsters(0);
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504 case TRAP_ARMAGEDDON:
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506 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
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507 int evil_idx = 0, good_idx = 0;
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510 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
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512 /* Summon Demons and Angels */
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513 for (lev = dun_level; lev >= 20; lev -= 1 + lev / 16)
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515 num = levs[MIN(lev / 10, 9)];
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516 for (i = 0; i < num; i++)
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518 POSITION x1 = rand_spread(x, 7);
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519 POSITION y1 = rand_spread(y, 5);
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521 /* Skip illegal grids */
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522 if (!in_bounds(y1, x1)) continue;
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524 /* Require line of projection */
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525 if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
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527 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET), '\0'))
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528 evil_idx = hack_m_idx_ii;
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530 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET), '\0'))
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532 good_idx = hack_m_idx_ii;
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535 /* Let them fight each other */
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536 if (evil_idx && good_idx)
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538 monster_type *evil_ptr = &m_list[evil_idx];
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539 monster_type *good_ptr = &m_list[good_idx];
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540 evil_ptr->target_y = good_ptr->fy;
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541 evil_ptr->target_x = good_ptr->fx;
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542 good_ptr->target_y = evil_ptr->fy;
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543 good_ptr->target_x = evil_ptr->fx;
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552 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!"));
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554 /* Water fills room */
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555 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
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557 /* Summon Piranhas */
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558 num = 1 + dun_level / 20;
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559 for (i = 0; i < num; i++)
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561 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
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567 if (break_trap && is_trap(c_ptr->feat))
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569 cave_alter_feat(y, x, FF_DISARM);
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570 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
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