OSDN Git Service

[Refactor] #38997 'while (1)' を 'while (TRUE)' に変更 / Changed 'while (1)' to 'while...
[hengband/hengband.git] / src / trap.c
index 8e8d0f5..590f4db 100644 (file)
 #include "angband.h"
-#include "floor.h"
+#include "util.h"
+
+#include "cmd-dump.h"
 #include "trap.h"
 #include "player-damage.h"
-#include "projection.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
 */
@@ -49,12 +144,12 @@ 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(floor_type *floor_ptr)
 {
        FEAT_IDX feat;
 
        /* Pick a trap */
-       while (1)
+       while (TRUE)
        {
                /* Hack -- pick a trap */
                feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
@@ -63,10 +158,10 @@ 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(current_floor_ptr->dun_level)) continue;
+               if (floor_ptr->inside_arena || quest_number(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;
+               if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) continue;
 
                break;
        }
@@ -74,21 +169,23 @@ FEAT_IDX choose_random_trap(void)
        return feat;
 }
 
+
 /*!
-* @brief マスに存在するトラップを秘匿する /
+* @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 = &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)
        {
@@ -100,6 +197,7 @@ void disclose_grid(POSITION y, POSITION x)
        }
 }
 
+
 /*!
 * @brief マスをトラップを配置する /
 * The location must be a legal, naked, floor grid.
@@ -110,19 +208,19 @@ 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(POSITION y, POSITION x)
+void place_trap(floor_type *floor_ptr, POSITION y, POSITION x)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &floor_ptr->grid_array[y][x];
 
        /* Paranoia -- verify location */
-       if (!in_bounds(y, x)) return;
+       if (!in_bounds(floor_ptr, y, x)) return;
 
        /* Require empty, clean, floor grid */
-       if (!cave_clean_bold(y, x)) return;
+       if (!cave_clean_bold(floor_ptr, y, x)) return;
 
        /* Place an invisible trap */
        g_ptr->mimic = g_ptr->feat;
-       g_ptr->feat = choose_random_trap();
+       g_ptr->feat = choose_random_trap(floor_ptr);
 }
 
 
@@ -136,7 +234,7 @@ void place_trap(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;
@@ -147,20 +245,20 @@ 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;
 }
 
 
@@ -169,7 +267,7 @@ 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 = "";
@@ -192,7 +290,7 @@ 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;
@@ -210,37 +308,37 @@ 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->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())
                        {
                                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->poisoned + randint1(dam));
+                               (void)set_poisoned(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
                        }
                }
        }
 
-       take_hit(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(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
-               if (!CHECK_MULTISHADOW()) 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
        {
@@ -255,11 +353,11 @@ 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(stat);
+               do_dec_stat(target_ptr, stat);
        }
 }
 
@@ -267,11 +365,11 @@ 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->slow + randint0(20) + 20, FALSE);
+               set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
        }
 }
 
@@ -280,7 +378,7 @@ static void hit_trap_slow(void)
 * @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 状態異常の追加ターン量
+* @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)
@@ -292,40 +390,49 @@ static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool
        }
 }
 
+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)
+void hit_trap(player_type *trapped_ptr, bool break_trap)
 {
        int i, num, dam;
-       POSITION x = p_ptr->x, y = p_ptr->y;
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       POSITION x = trapped_ptr->x, y = trapped_ptr->y;
+       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(FALSE, TRUE);
+       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)
        {
        case TRAP_TRAPDOOR:
        {
-               if (p_ptr->levitation)
+               if (trapped_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) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+                       if ((trapped_ptr->pseikaku == SEIKAKU_COMBAT) || (trapped_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
                                msg_print(_("くっそ~!", ""));
-                       else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+                       else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
                                msg_print(_("ジュラル星人の仕業に違いない!", ""));
 
 
@@ -333,17 +440,15 @@ void hit_trap(bool break_trap)
                        dam = damroll(2, 8);
                        name = _("落とし戸", "a trap door");
 
-                       take_hit(DAMAGE_NOESCAPE, dam, name, -1);
+                       take_hit(trapped_ptr, 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, _("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);
+                       if (autosave_l && (trapped_ptr->chp >= 0))
+                               do_cmd_save_game(trapped_ptr, TRUE);
 
-                       /* Leaving */
-                       p_ptr->leaving = 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(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       trapped_ptr->leaving = TRUE;
                }
                break;
        }
@@ -352,7 +457,7 @@ void hit_trap(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;
        }
 
@@ -362,17 +467,17 @@ void hit_trap(bool break_trap)
                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), '\0');
+                       (void)summon_specific(0, y, x, trapped_ptr->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 */
+               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;
@@ -381,7 +486,7 @@ void hit_trap(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;
        }
 
@@ -389,7 +494,7 @@ void hit_trap(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;
        }
 
@@ -397,65 +502,65 @@ void hit_trap(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(
+               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);
+                       trapped_ptr->resist_blind,
+                       set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
                break;
        }
 
        case TRAP_CONFUSE:
        {
-               hit_trap_set_abnormal_status(
+               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);
+                       trapped_ptr->resist_conf,
+                       set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
                break;
        }
 
        case TRAP_POISON:
        {
-               hit_trap_set_abnormal_status(
+               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);
+                       trapped_ptr->resist_pois || IS_OPPOSE_POIS(),
+                       set_poisoned, trapped_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)
+               if (!trapped_ptr->free_act)
                {
                        msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
 
@@ -464,10 +569,10 @@ void hit_trap(bool break_trap)
                                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(NULL, FALSE);
+                               sanity_blast(trapped_ptr, NULL, FALSE);
 
                        }
-                       (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
+                       (void)set_paralyzed(trapped_ptr, trapped_ptr->paralyzed + randint0(10) + 5);
                }
                break;
        }
@@ -476,7 +581,7 @@ void hit_trap(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;
        }
@@ -485,7 +590,7 @@ void hit_trap(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;
        }
@@ -493,10 +598,10 @@ void hit_trap(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;
        }
@@ -510,7 +615,7 @@ void hit_trap(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 = 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++)
@@ -518,16 +623,15 @@ void hit_trap(bool break_trap)
                                POSITION x1 = rand_spread(x, 7);
                                POSITION y1 = rand_spread(y, 5);
 
-                               /* Skip illegal grids */
-                               if (!in_bounds(y1, x1)) continue;
+                               if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1)) continue;
 
                                /* Require line of projection */
-                               if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
+                               if (!projectable(trapped_ptr->current_floor_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
 
-                               if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET), '\0'))
+                               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), '\0'))
+                               if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
                                {
                                        good_idx = hack_m_idx_ii;
                                }
@@ -535,8 +639,8 @@ void hit_trap(bool break_trap)
                                /* 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];
+                                       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;
@@ -552,13 +656,13 @@ void hit_trap(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 + 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, current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
+                       (void)summon_specific(0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
                }
                break;
        }
@@ -566,7 +670,7 @@ void hit_trap(bool break_trap)
 
        if (break_trap && is_trap(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."));
        }
 }