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For consistency, changed English diary entries to use simple past tense. In a couple...
[hengband/hengband.git] / src / trap.c
index dba71f1..360483a 100644 (file)
@@ -1,7 +1,9 @@
 #include "angband.h"
 #include "util.h"
 
-#include "cmd-dump.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
+#include "cmd/cmd-save.h"
 #include "trap.h"
 #include "player-damage.h"
 #include "player-move.h"
@@ -21,7 +23,6 @@
 #include "files.h"
 #include "dungeon.h"
 #include "world.h"
-#include "realm-song.h"
 
 static s16b normal_traps[MAX_NORMAL_TRAPS];
 
@@ -144,12 +145,13 @@ void init_normal_traps(void)
 * 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 choose_random_trap(player_type *trapped_ptr)
 {
        FEAT_IDX feat;
 
        /* Pick a trap */
-       while (1)
+       floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
+       while (TRUE)
        {
                /* Hack -- pick a trap */
                feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
@@ -158,10 +160,10 @@ FEAT_IDX choose_random_trap(void)
                if (!have_flag(f_info[feat].flags, FF_MORE)) break;
 
                /* Hack -- no trap doors on special levels */
-               if (p_ptr->inside_arena || quest_number(p_ptr->current_floor_ptr->dun_level)) continue;
+               if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level)) continue;
 
                /* Hack -- no trap doors on the deepest level */
-               if (p_ptr->current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) continue;
+               if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) continue;
 
                break;
        }
@@ -169,32 +171,35 @@ FEAT_IDX choose_random_trap(void)
        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 player
 * @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)
+void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x)
 {
-       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &trapped_ptr->current_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);
+               cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
        }
        else if (g_ptr->mimic)
        {
                /* No longer hidden */
                g_ptr->mimic = 0;
 
-               note_spot(y, x);
-               lite_spot(y, x);
+               note_spot(trapped_ptr, y, x);
+               lite_spot(trapped_ptr, y, x);
        }
 }
 
+
 /*!
 * @brief マスをトラップを配置する /
 * The location must be a legal, naked, floor grid.
@@ -205,8 +210,9 @@ void disclose_grid(POSITION y, POSITION x)
 * 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(floor_type *floor_ptr, POSITION y, POSITION x)
+void place_trap(player_type *trapped_ptr, POSITION y, POSITION x)
 {
+       floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
        grid_type *g_ptr = &floor_ptr->grid_array[y][x];
 
        /* Paranoia -- verify location */
@@ -217,7 +223,7 @@ void place_trap(floor_type *floor_ptr, POSITION y, POSITION x)
 
        /* Place an invisible trap */
        g_ptr->mimic = g_ptr->feat;
-       g_ptr->feat = choose_random_trap();
+       g_ptr->feat = choose_random_trap(trapped_ptr);
 }
 
 
@@ -231,7 +237,7 @@ void place_trap(floor_type *floor_ptr, POSITION y, POSITION x)
 * 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)
+static int check_hit(player_type *target_ptr, int power)
 {
        int k;
        ARMOUR_CLASS ac;
@@ -242,20 +248,20 @@ static int check_hit(int power)
        /* Hack -- 5% hit, 5% miss */
        if (k < 10) return (k < 5);
 
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (TRUE);
+       if (target_ptr->pseikaku == SEIKAKU_NAMAKE)
+               if (one_in_(20)) return TRUE;
 
        /* Paranoia -- No power */
-       if (power <= 0) return (FALSE);
+       if (power <= 0) return FALSE;
 
        /* Total armor */
-       ac = p_ptr->ac + p_ptr->to_a;
+       ac = target_ptr->ac + target_ptr->to_a;
 
        /* Power competes against Armor */
-       if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
+       if (randint1(power) > ((ac * 3) / 4)) return TRUE;
 
        /* Assume miss */
-       return (FALSE);
+       return FALSE;
 }
 
 
@@ -264,7 +270,7 @@ static int check_hit(int power)
 * @param trap_feat_type トラップの種別ID
 * @return なし
 */
-static void hit_trap_pit(int trap_feat_type)
+static void hit_trap_pit(player_type *trapped_ptr, int trap_feat_type)
 {
        HIT_POINT dam;
        concptr trap_name = "";
@@ -287,7 +293,7 @@ static void hit_trap_pit(int trap_feat_type)
                return;
        }
 
-       if (p_ptr->levitation)
+       if (trapped_ptr->levitation)
        {
                msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
                return;
@@ -305,37 +311,38 @@ static void hit_trap_pit(int trap_feat_type)
                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));
+               (void)set_cut(trapped_ptr,trapped_ptr->cut + randint1(dam));
 
                if (trap_feat_type == TRAP_POISON_PIT) {
-                       if (p_ptr->resist_pois || IS_OPPOSE_POIS())
+                       if (trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr))
                        {
                                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));
+                               (void)set_poisoned(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
                        }
                }
        }
 
-       take_hit(p_ptr, DAMAGE_NOESCAPE, dam, trap_name, -1);
+       take_hit(trapped_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)
+static bool hit_trap_dart(player_type *target_ptr)
 {
        bool hit = FALSE;
 
-       if (check_hit(125))
+       if (check_hit(target_ptr, 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;
+               take_hit(target_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
+               if (!CHECK_MULTISHADOW(target_ptr)) hit = TRUE;
        }
        else
        {
@@ -350,11 +357,11 @@ static bool hit_trap_dart(void)
 * @param stat 低下する能力値ID
 * @return なし
 */
-static void hit_trap_lose_stat(int stat)
+static void hit_trap_lose_stat(player_type *target_ptr, int stat)
 {
-       if (hit_trap_dart())
+       if (hit_trap_dart(target_ptr))
        {
-               do_dec_stat(p_ptr, stat);
+               do_dec_stat(target_ptr, stat);
        }
 }
 
@@ -362,58 +369,52 @@ static void hit_trap_lose_stat(int 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)
+static void hit_trap_slow(player_type *target_ptr)
 {
-       if (hit_trap_dart())
+       if (hit_trap_dart(target_ptr))
        {
-               set_slow(p_ptr, p_ptr->slow + randint0(20) + 20, FALSE);
+               set_slow(target_ptr, target_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_aux 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)
+ * @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_aux 状態異常の追加ターン量
+ * @return なし
+ */
+static void hit_trap_set_abnormal_status_p(player_type *trapped_ptr, concptr trap_message, bool resist, bool(*set_status)(player_type *, IDX), IDX turn_aux)
 {
        msg_print(trap_message);
        if (!resist)
        {
-               set_status(turn_aux);
+               set_status(trapped_ptr, 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
-*/
+ * todo cmd-save.h への依存あり。コールバックで何とかしたい
+ * @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(player_type *trapped_ptr, bool break_trap)
 {
        int i, num, dam;
        POSITION x = trapped_ptr->x, y = trapped_ptr->y;
-       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &trapped_ptr->current_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(trapped_ptr, FALSE, TRUE);
 
-       cave_alter_feat(y, x, FF_HIT_TRAP);
+       cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
 
        /* Analyze */
        switch (trap_feat_type)
@@ -427,7 +428,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                else
                {
                        msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
-                       if ((trapped_ptr->pseikaku == SEIKAKU_COMBAT) || (trapped_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+                       if (IS_ECHIZEN(trapped_ptr))
                                msg_print(_("くっそ~!", ""));
                        else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
                                msg_print(_("ジュラル星人の仕業に違いない!", ""));
@@ -441,10 +442,10 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
 
                        /* Still alive and autosave enabled */
                        if (autosave_l && (trapped_ptr->chp >= 0))
-                               do_cmd_save_game(TRUE);
+                               do_cmd_save_game(trapped_ptr, TRUE);
 
-                       exe_write_diary(trapped_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);
+                       exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
+                       prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
                        trapped_ptr->leaving = TRUE;
                }
                break;
@@ -454,7 +455,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
        case TRAP_SPIKED_PIT:
        case TRAP_POISON_PIT:
        {
-               hit_trap_pit(trap_feat_type);
+               hit_trap_pit(trapped_ptr, trap_feat_type);
                break;
        }
 
@@ -464,17 +465,17 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                num = 2 + randint1(3);
                for (i = 0; i < num; i++)
                {
-                       (void)summon_specific(0, y, x, p_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+                       (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                }
 
-               if (p_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
+               if (trapped_ptr->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);
+                               stop_ty = activate_ty_curse(trapped_ptr, stop_ty, &count);
                        } while (one_in_(6));
                }
                break;
@@ -483,7 +484,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
        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);
+               teleport_player(trapped_ptr, 100, TELEPORT_PASSIVE);
                break;
        }
 
@@ -491,7 +492,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
        {
                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);
+               (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
                break;
        }
 
@@ -499,37 +500,37 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
        {
                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);
+               (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
                break;
        }
 
        case TRAP_SLOW:
        {
-               hit_trap_slow();
+               hit_trap_slow(trapped_ptr);
                break;
        }
 
        case TRAP_LOSE_STR:
        {
-               hit_trap_lose_stat(A_STR);
+               hit_trap_lose_stat(trapped_ptr, A_STR);
                break;
        }
 
        case TRAP_LOSE_DEX:
        {
-               hit_trap_lose_stat(A_DEX);
+               hit_trap_lose_stat(trapped_ptr, A_DEX);
                break;
        }
 
        case TRAP_LOSE_CON:
        {
-               hit_trap_lose_stat(A_CON);
+               hit_trap_lose_stat(trapped_ptr, A_CON);
                break;
        }
 
        case TRAP_BLIND:
        {
-               hit_trap_set_abnormal_status_p(
+               hit_trap_set_abnormal_status_p(trapped_ptr,
                        _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
                        trapped_ptr->resist_blind,
                        set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
@@ -538,7 +539,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
 
        case TRAP_CONFUSE:
        {
-               hit_trap_set_abnormal_status_p(
+               hit_trap_set_abnormal_status_p(trapped_ptr,
                        _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
                        trapped_ptr->resist_conf,
                        set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
@@ -547,9 +548,9 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
 
        case TRAP_POISON:
        {
-               hit_trap_set_abnormal_status_p(
+               hit_trap_set_abnormal_status_p(trapped_ptr,
                        _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
-                       trapped_ptr->resist_pois || IS_OPPOSE_POIS(),
+                       trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr),
                        set_poisoned, trapped_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
                break;
        }
@@ -578,7 +579,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
        {
                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);
+               project(trapped_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
 
                break;
        }
@@ -587,7 +588,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
        {
                msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
 
-               aggravate_monsters(0);
+               aggravate_monsters(trapped_ptr, 0);
 
                break;
        }
@@ -595,10 +596,10 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
        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);
+               (void)project(trapped_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+               (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+               (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+               aggravate_monsters(trapped_ptr, 0);
 
                break;
        }
@@ -612,7 +613,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                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 = p_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
+               for (lev = trapped_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
                {
                        num = levs[MIN(lev / 10, 9)];
                        for (i = 0; i < num; i++)
@@ -620,15 +621,15 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                                POSITION x1 = rand_spread(x, 7);
                                POSITION y1 = rand_spread(y, 5);
 
-                               if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) continue;
+                               if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1)) continue;
 
                                /* Require line of projection */
-                               if (!projectable(p_ptr->current_floor_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
+                               if (!projectable(trapped_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
 
-                               if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
+                               if (summon_specific(trapped_ptr, 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)))
+                               if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
                                {
                                        good_idx = hack_m_idx_ii;
                                }
@@ -636,8 +637,8 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                                /* Let them fight each other */
                                if (evil_idx && good_idx)
                                {
-                                       monster_type *evil_ptr = &p_ptr->current_floor_ptr->m_list[evil_idx];
-                                       monster_type *good_ptr = &p_ptr->current_floor_ptr->m_list[good_idx];
+                                       monster_type *evil_ptr = &trapped_ptr->current_floor_ptr->m_list[evil_idx];
+                                       monster_type *good_ptr = &trapped_ptr->current_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;
@@ -645,6 +646,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                                }
                        }
                }
+
                break;
        }
 
@@ -653,21 +655,21 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                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);
+               fire_ball_hide(trapped_ptr, GF_WATER_FLOW, 0, 1, 10);
 
                /* Summon Piranhas */
-               num = 1 + p_ptr->current_floor_ptr->dun_level / 20;
+               num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
                for (i = 0; i < num; i++)
                {
-                       (void)summon_specific(0, y, x, p_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
+                       (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
                }
                break;
        }
        }
 
-       if (break_trap && is_trap(g_ptr->feat))
+       if (break_trap && is_trap(trapped_ptr, g_ptr->feat))
        {
-               cave_alter_feat(y, x, FF_DISARM);
+               cave_alter_feat(trapped_ptr, y, x, FF_DISARM);
                msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
        }
 }