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[Refactor] #37353 world_type を world.c/h へ移動。
[hengband/hengband.git] / src / trap.c
index dadaac1..68b0b4c 100644 (file)
-#include "angband.h"\r
-#include "trap.h"\r
-\r
-static s16b normal_traps[MAX_NORMAL_TRAPS];\r
-\r
-\r
-/*!\r
-* @brief \83^\83O\82É\8f]\82Á\82Ä\81A\8aî\96{\83g\83\89\83b\83v\83e\81[\83u\83\8b\82ð\8f\89\8aú\89»\82·\82é / Initialize arrays for normal traps\r
-* @return \82È\82µ\r
-*/\r
-void init_normal_traps(void)\r
-{\r
-       int cur_trap = 0;\r
-\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");\r
-       normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");\r
-}\r
-\r
-/*!\r
-* @brief \8aî\96{\83g\83\89\83b\83v\82ð\83\89\83\93\83_\83\80\82É\91I\91ð\82·\82é /\r
-* Get random trap\r
-* @return \91I\91ð\82µ\82½\83g\83\89\83b\83v\82ÌID\r
-* @details\r
-* XXX XXX XXX This routine should be redone to reflect trap "level".\n\r
-* That is, it does not make sense to have spiked pits at 50 feet.\n\r
-* Actually, it is not this routine, but the "trap instantiation"\n\r
-* code, which should also check for "trap doors" on quest levels.\n\r
-*/\r
-s16b choose_random_trap(void)\r
-{\r
-       s16b feat;\r
-\r
-       /* Pick a trap */\r
-       while (1)\r
-       {\r
-               /* Hack -- pick a trap */\r
-               feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];\r
-\r
-               /* Accept non-trapdoors */\r
-               if (!have_flag(f_info[feat].flags, FF_MORE)) break;\r
-\r
-               /* Hack -- no trap doors on special levels */\r
-               if (p_ptr->inside_arena || quest_number(dun_level)) continue;\r
-\r
-               /* Hack -- no trap doors on the deepest level */\r
-               if (dun_level >= d_info[dungeon_type].maxdepth) continue;\r
-\r
-               break;\r
-       }\r
-\r
-       return feat;\r
-}\r
-\r
-/*!\r
-* @brief \83}\83X\82É\91\8dÝ\82·\82é\83g\83\89\83b\83v\82ð\94é\93½\82·\82é /\r
-* Disclose an invisible trap\r
-* @param y \94é\93½\82µ\82½\82¢\83}\83X\82ÌY\8dÀ\95W\r
-* @param x \94é\93½\82µ\82½\82¢\83}\83X\82ÌX\8dÀ\95W\r
-* @return \82È\82µ\r
-*/\r
-void disclose_grid(POSITION y, POSITION x)\r
-{\r
-       cave_type *c_ptr = &cave[y][x];\r
-\r
-       if (cave_have_flag_grid(c_ptr, FF_SECRET))\r
-       {\r
-               /* No longer hidden */\r
-               cave_alter_feat(y, x, FF_SECRET);\r
-       }\r
-       else if (c_ptr->mimic)\r
-       {\r
-               /* No longer hidden */\r
-               c_ptr->mimic = 0;\r
-\r
-               /* Notice */\r
-               note_spot(y, x);\r
-\r
-               /* Redraw */\r
-               lite_spot(y, x);\r
-       }\r
-}\r
-\r
-/*!\r
-* @brief \83}\83X\82ð\83g\83\89\83b\83v\82ð\94z\92u\82·\82é /\r
-* The location must be a legal, naked, floor grid.\r
-* @param y \94z\92u\82µ\82½\82¢\83}\83X\82ÌY\8dÀ\95W\r
-* @param x \94z\92u\82µ\82½\82¢\83}\83X\82ÌX\8dÀ\95W\r
-* @return\r
-* Note that all traps start out as "invisible" and "untyped", and then\n\r
-* when they are "discovered" (by detecting them or setting them off),\n\r
-* the trap is "instantiated" as a visible, "typed", trap.\n\r
-*/\r
-void place_trap(POSITION y, POSITION x)\r
-{\r
-       cave_type *c_ptr = &cave[y][x];\r
-\r
-       /* Paranoia -- verify location */\r
-       if (!in_bounds(y, x)) return;\r
-\r
-       /* Require empty, clean, floor grid */\r
-       if (!cave_clean_bold(y, x)) return;\r
-\r
-       /* Place an invisible trap */\r
-       c_ptr->mimic = c_ptr->feat;\r
-       c_ptr->feat = choose_random_trap();\r
-}\r
-\r
-\r
-\r
-/*!\r
-* @brief \83v\83\8c\83C\83\84\81[\82Ö\82Ì\83g\83\89\83b\83v\96½\92\86\94»\92è /\r
-* Determine if a trap affects the player.\r
-* @param power \8aî\96{\89ñ\94ð\93ï\93x\r
-* @return \83g\83\89\83b\83v\82ª\96½\92\86\82µ\82½\8fê\8d\87TRUE\82ð\95Ô\82·\81B\r
-* @details\r
-* Always miss 5% of the time, Always hit 5% of the time.\r
-* Otherwise, match trap power against player armor.\r
-*/\r
-static int check_hit(int power)\r
-{\r
-       int k, ac;\r
-\r
-       /* Percentile dice */\r
-       k = randint0(100);\r
-\r
-       /* Hack -- 5% hit, 5% miss */\r
-       if (k < 10) return (k < 5);\r
-\r
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)\r
-               if (one_in_(20)) return (TRUE);\r
-\r
-       /* Paranoia -- No power */\r
-       if (power <= 0) return (FALSE);\r
-\r
-       /* Total armor */\r
-       ac = p_ptr->ac + p_ptr->to_a;\r
-\r
-       /* Power competes against Armor */\r
-       if (randint1(power) > ((ac * 3) / 4)) return (TRUE);\r
-\r
-       /* Assume miss */\r
-       return (FALSE);\r
-}\r
-\r
-\r
-/*!\r
-* @brief \97\8e\82Æ\82µ\8c\8a\8cn\83g\83\89\83b\83v\82Ì\94»\92è\82Æ\83v\83\8c\83C\83\84\81[\82Ì\94í\8aQ\8f\88\97\9d\r
-* @param trap_feat_type \83g\83\89\83b\83v\82Ì\8eí\95ÊID\r
-* @return \82È\82µ\r
-*/\r
-static void hit_trap_pit(int trap_feat_type)\r
-{\r
-       HIT_POINT dam;\r
-       cptr trap_name = "";\r
-       cptr spike_name = "";\r
-\r
-       switch (trap_feat_type)\r
-       {\r
-       case TRAP_PIT:\r
-               trap_name = _("\97\8e\82Æ\82µ\8c\8a", "a pit trap");\r
-               break;\r
-       case TRAP_SPIKED_PIT:\r
-               trap_name = _("\83X\83p\83C\83N\82ª\95~\82©\82ê\82½\97\8e\82Æ\82µ\8c\8a", "a spiked pit");\r
-               spike_name = _("\83X\83p\83C\83N", "spikes");\r
-               break;\r
-       case TRAP_POISON_PIT:\r
-               trap_name = _("\83X\83p\83C\83N\82ª\95~\82©\82ê\82½\97\8e\82Æ\82µ\8c\8a", "a spiked pit");\r
-               spike_name = _("\93Å\82ð\93h\82ç\82ê\82½\83X\83p\83C\83N", "poisonous spikes");\r
-               break;\r
-       default:\r
-               return;\r
-       }\r
-\r
-       if (p_ptr->levitation)\r
-       {\r
-               msg_format(_("%s\82ð\94ò\82Ñ\89z\82¦\82½\81B", "You fly over %s."), trap_name);\r
-               return;\r
-       }\r
-\r
-       msg_format(_("%s\82É\97\8e\82¿\82Ä\82µ\82Ü\82Á\82½\81I", "You have fallen into %s!"), trap_name);\r
-\r
-       /* Base damage */\r
-       dam = damroll(2, 6);\r
-\r
-       /* Extra spike damage */\r
-       if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&\r
-               one_in_(2))\r
-       {\r
-               msg_format(_("%s\82ª\8eh\82³\82Á\82½\81I", "You are impaled on %s!"), spike_name);\r
-\r
-               dam = dam * 2;\r
-               (void)set_cut(p_ptr->cut + randint1(dam));\r
-\r
-               if (trap_feat_type == TRAP_POISON_PIT) {\r
-                       if (p_ptr->resist_pois || IS_OPPOSE_POIS())\r
-                       {\r
-                               msg_print(_("\82µ\82©\82µ\93Å\82Ì\89e\8b¿\82Í\82È\82©\82Á\82½\81I", "The poison does not affect you!"));\r
-                       }\r
-                       else\r
-                       {\r
-                               dam = dam * 2;\r
-                               (void)set_poisoned(p_ptr->poisoned + randint1(dam));\r
-                       }\r
-               }\r
-       }\r
-\r
-       /* Take the damage */\r
-       take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);\r
-}\r
-\r
-/*!\r
-* @brief \83_\81[\83c\8cn\83g\83\89\83b\83v\81i\92Ê\8fí\83_\83\81\81[\83W\81j\82Ì\94»\92è\82Æ\83v\83\8c\83C\83\84\81[\82Ì\94í\8aQ\8f\88\97\9d\r
-* @return \83_\81[\83c\82ª\96½\92\86\82µ\82½\8fê\8d\87TRUE\82ð\95Ô\82·\r
-*/\r
-static bool hit_trap_dart(void)\r
-{\r
-       bool hit = FALSE;\r
-\r
-       if (check_hit(125))\r
-       {\r
-               msg_print(_("\8f¬\82³\82È\83_\81[\83c\82ª\94ò\82ñ\82Å\82«\82Ä\8eh\82³\82Á\82½\81I", "A small dart hits you!"));\r
-\r
-               take_hit(DAMAGE_ATTACK, damroll(1, 4), _("\83_\81[\83c\82Ìã©", "a dart trap"), -1);\r
-\r
-               if (!CHECK_MULTISHADOW()) hit = TRUE;\r
-       }\r
-       else\r
-       {\r
-               msg_print(_("\8f¬\82³\82È\83_\81[\83c\82ª\94ò\82ñ\82Å\82«\82½\81I\82ª\81A\89^\97Ç\82­\93\96\82½\82ç\82È\82©\82Á\82½\81B", "A small dart barely misses you."));\r
-       }\r
-\r
-       return hit;\r
-}\r
-\r
-/*!\r
-* @brief \83_\81[\83c\8cn\83g\83\89\83b\83v\81i\92Ê\8fí\83_\83\81\81[\83W\81{\94\\97Í\92l\8c¸\8f­\81j\82Ì\94»\92è\82Æ\83v\83\8c\83C\83\84\81[\82Ì\94í\8aQ\8f\88\97\9d\r
-* @param stat \92á\89º\82·\82é\94\\97Í\92lID\r
-* @return \82È\82µ\r
-*/\r
-static void hit_trap_lose_stat(int stat)\r
-{\r
-       if (hit_trap_dart())\r
-       {\r
-               do_dec_stat(stat);\r
-       }\r
-}\r
-\r
-/*!\r
-* @brief \83_\81[\83c\8cn\83g\83\89\83b\83v\81i\92Ê\8fí\83_\83\81\81[\83W\81{\8c¸\91¬\81j\82Ì\94»\92è\82Æ\83v\83\8c\83C\83\84\81[\82Ì\94í\8aQ\8f\88\97\9d\r
-* @return \82È\82µ\r
-*/\r
-static void hit_trap_slow(void)\r
-{\r
-       if (hit_trap_dart())\r
-       {\r
-               set_slow(p_ptr->slow + randint0(20) + 20, FALSE);\r
-       }\r
-}\r
-\r
-/*!\r
-* @brief \83_\81[\83c\8cn\83g\83\89\83b\83v\81i\92Ê\8fí\83_\83\81\81[\83W\81{\8fó\91Ô\88Ù\8fí\81j\82Ì\94»\92è\82Æ\83v\83\8c\83C\83\84\81[\82Ì\94í\8aQ\8f\88\97\9d\r
-* @param trap_message \83\81\83b\83Z\81[\83W\82Ì\95â\8a®\95\8e\9a\97ñ\r
-* @param resist \8fó\91Ô\88Ù\8fí\82É\92ï\8dR\82·\82é\94»\92è\82ª\8fo\82½\82È\82çTRUE\r
-* @param set_status \8fó\91Ô\88Ù\8fí\82ð\8ew\92è\82·\82é\8aÖ\90\94\83|\83C\83\93\83^\r
-* @param turn \8fó\91Ô\88Ù\8fí\82Ì\92Ç\89Á\83^\81[\83\93\97Ê\r
-* @return \82È\82µ\r
-*/\r
-static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)\r
-{\r
-       msg_print(trap_message);\r
-\r
-       if (!resist)\r
-       {\r
-               set_status(turn_aux);\r
-       }\r
-}\r
-\r
-/*!\r
-* @brief \83v\83\8c\83C\83\84\81[\82Ö\82Ì\83g\83\89\83b\83v\8dì\93®\8f\88\97\9d\83\81\83C\83\93\83\8b\81[\83`\83\93 /\r
-* Handle player hitting a real trap\r
-* @param break_trap \8dì\93®\8cã\82Ì\83g\83\89\83b\83v\94j\89ó\82ª\8am\92è\82µ\82Ä\82¢\82é\82È\82ç\82ÎTRUE\r
-* @return \82È\82µ\r
-*/\r
-void hit_trap(bool break_trap)\r
-{\r
-       int i, num, dam;\r
-       int x = p_ptr->x, y = p_ptr->y;\r
-\r
-       /* Get the cave grid */\r
-       cave_type *c_ptr = &cave[y][x];\r
-       feature_type *f_ptr = &f_info[c_ptr->feat];\r
-       int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;\r
-       cptr name = _("\83g\83\89\83b\83v", "a trap");\r
-\r
-       /* Disturb the player */\r
-       disturb(0, 1);\r
-\r
-       cave_alter_feat(y, x, FF_HIT_TRAP);\r
-\r
-       /* Analyze XXX XXX XXX */\r
-       switch (trap_feat_type)\r
-       {\r
-       case TRAP_TRAPDOOR:\r
-       {\r
-               if (p_ptr->levitation)\r
-               {\r
-                       msg_print(_("\97\8e\82Æ\82µ\8cË\82ð\94ò\82Ñ\89z\82¦\82½\81B", "You fly over a trap door."));\r
-               }\r
-               else\r
-               {\r
-                       msg_print(_("\97\8e\82Æ\82µ\8cË\82É\97\8e\82¿\82½\81I", "You have fallen through a trap door!"));\r
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))\r
-                               msg_print(_("\82­\82Á\82»\81`\81I", ""));\r
-\r
-                       sound(SOUND_FALL);\r
-                       dam = damroll(2, 8);\r
-                       name = _("\97\8e\82Æ\82µ\8cË", "a trap door");\r
-\r
-                       take_hit(DAMAGE_NOESCAPE, dam, name, -1);\r
-\r
-                       /* Still alive and autosave enabled */\r
-                       if (autosave_l && (p_ptr->chp >= 0))\r
-                               do_cmd_save_game(TRUE);\r
-\r
-                       do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("\97\8e\82Æ\82µ\8cË\82É\97\8e\82¿\82½", "You have fallen through a trap door!"));\r
-                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);\r
-\r
-                       /* Leaving */\r
-                       p_ptr->leaving = TRUE;\r
-               }\r
-               break;\r
-       }\r
-\r
-       case TRAP_PIT:\r
-       case TRAP_SPIKED_PIT:\r
-       case TRAP_POISON_PIT:\r
-       {\r
-               hit_trap_pit(trap_feat_type);\r
-               break;\r
-       }\r
-\r
-       case TRAP_TY_CURSE:\r
-       {\r
-               msg_print(_("\89½\82©\82ª\83s\83J\83b\82Æ\8cõ\82Á\82½\81I", "There is a flash of shimmering light!"));\r
-               num = 2 + randint1(3);\r
-               for (i = 0; i < num; i++)\r
-               {\r
-                       (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
-               }\r
-\r
-               if (dun_level > randint1(100)) /* No nasty effect for low levels */\r
-               {\r
-                       bool stop_ty = FALSE;\r
-                       int count = 0;\r
-\r
-                       do\r
-                       {\r
-                               stop_ty = activate_ty_curse(stop_ty, &count);\r
-                       } while (one_in_(6));\r
-               }\r
-               break;\r
-       }\r
-\r
-       case TRAP_TELEPORT:\r
-       {\r
-               msg_print(_("\83e\83\8c\83|\81[\83g\81E\83g\83\89\83b\83v\82É\82Ð\82Á\82©\82©\82Á\82½\81I", "You hit a teleport trap!"));\r
-               teleport_player(100, TELEPORT_PASSIVE);\r
-               break;\r
-       }\r
-\r
-       case TRAP_FIRE:\r
-       {\r
-               msg_print(_("\89\8a\82É\95ï\82Ü\82ê\82½\81I", "You are enveloped in flames!"));\r
-               dam = damroll(4, 6);\r
-               (void)fire_dam(dam, _("\89\8a\82Ì\83g\83\89\83b\83v", "a fire trap"), -1, FALSE);\r
-               break;\r
-       }\r
-\r
-       case TRAP_ACID:\r
-       {\r
-               msg_print(_("\8e_\82ª\90\81\82«\82©\82¯\82ç\82ê\82½\81I", "You are splashed with acid!"));\r
-               dam = damroll(4, 6);\r
-               (void)acid_dam(dam, _("\8e_\82Ì\83g\83\89\83b\83v", "an acid trap"), -1, FALSE);\r
-               break;\r
-       }\r
-\r
-       case TRAP_SLOW:\r
-       {\r
-               hit_trap_slow();\r
-               break;\r
-       }\r
-\r
-       case TRAP_LOSE_STR:\r
-       {\r
-               hit_trap_lose_stat(A_STR);\r
-               break;\r
-       }\r
-\r
-       case TRAP_LOSE_DEX:\r
-       {\r
-               hit_trap_lose_stat(A_DEX);\r
-               break;\r
-       }\r
-\r
-       case TRAP_LOSE_CON:\r
-       {\r
-               hit_trap_lose_stat(A_CON);\r
-               break;\r
-       }\r
-\r
-       case TRAP_BLIND:\r
-       {\r
-               hit_trap_set_abnormal_status(\r
-                       _("\8d\95\82¢\83K\83X\82É\95ï\82Ý\8d\9e\82Ü\82ê\82½\81I", "A black gas surrounds you!"),\r
-                       p_ptr->resist_blind,\r
-                       set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);\r
-               break;\r
-       }\r
-\r
-       case TRAP_CONFUSE:\r
-       {\r
-               hit_trap_set_abnormal_status(\r
-                       _("\82«\82ç\82ß\82­\83K\83X\82É\95ï\82Ý\8d\9e\82Ü\82ê\82½\81I", "A gas of scintillating colors surrounds you!"),\r
-                       p_ptr->resist_conf,\r
-                       set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);\r
-               break;\r
-       }\r
-\r
-       case TRAP_POISON:\r
-       {\r
-               hit_trap_set_abnormal_status(\r
-                       _("\8eh\8c\83\93I\82È\97Î\90F\82Ì\83K\83X\82É\95ï\82Ý\8d\9e\82Ü\82ê\82½\81I", "A pungent green gas surrounds you!"),\r
-                       p_ptr->resist_pois || IS_OPPOSE_POIS(),\r
-                       set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);\r
-               break;\r
-       }\r
-\r
-       case TRAP_SLEEP:\r
-       {\r
-               msg_print(_("\8aï\96­\82È\94\92\82¢\96\82É\95ï\82Ü\82ê\82½\81I", "A strange white mist surrounds you!"));\r
-               if (!p_ptr->free_act)\r
-               {\r
-                       msg_print(_("\82 \82È\82½\82Í\96°\82è\82É\8fA\82¢\82½\81B", "You fall asleep."));\r
-\r
-                       if (ironman_nightmare)\r
-                       {\r
-                               msg_print(_("\90g\82Ì\96Ñ\82à\82æ\82¾\82Â\8cõ\8ci\82ª\93ª\82É\95\82\82©\82ñ\82¾\81B", "A horrible vision enters your mind."));\r
-\r
-                               /* Have some nightmares */\r
-                               sanity_blast(NULL, FALSE);\r
-\r
-                       }\r
-                       (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);\r
-               }\r
-               break;\r
-       }\r
-\r
-       case TRAP_TRAPS:\r
-       {\r
-               msg_print(_("\82Ü\82Î\82ä\82¢\91M\8cõ\82ª\91\96\82Á\82½\81I", "There is a bright flash of light!"));\r
-               /* Make some new traps */\r
-               project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);\r
-\r
-               break;\r
-       }\r
-\r
-       case TRAP_ALARM:\r
-       {\r
-               msg_print(_("\82¯\82½\82½\82Ü\82µ\82¢\89¹\82ª\96Â\82è\8b¿\82¢\82½\81I", "An alarm sounds!"));\r
-\r
-               aggravate_monsters(0);\r
-\r
-               break;\r
-       }\r
-\r
-       case TRAP_OPEN:\r
-       {\r
-               msg_print(_("\91å\89¹\8b¿\82Æ\8b¤\82É\82Ü\82í\82è\82Ì\95Ç\82ª\95ö\82ê\82½\81I", "Suddenly, surrounding walls are opened!"));\r
-               (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);\r
-               (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);\r
-               (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);\r
-               aggravate_monsters(0);\r
-\r
-               break;\r
-       }\r
-\r
-       case TRAP_ARMAGEDDON:\r
-       {\r
-               static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };\r
-               int evil_idx = 0, good_idx = 0;\r
-\r
-               int lev;\r
-               msg_print(_("\93Ë\91R\93V\8aE\82Ì\90í\91\88\82É\8aª\82«\8d\9e\82Ü\82ê\82½\81I", "Suddenly, you are surrounded by immotal beings!"));\r
-\r
-               /* Summon Demons and Angels */\r
-               for (lev = dun_level; lev >= 20; lev -= 1 + lev / 16)\r
-               {\r
-                       num = levs[MIN(lev / 10, 9)];\r
-                       for (i = 0; i < num; i++)\r
-                       {\r
-                               int x1 = rand_spread(x, 7);\r
-                               int y1 = rand_spread(y, 5);\r
-\r
-                               /* Skip illegal grids */\r
-                               if (!in_bounds(y1, x1)) continue;\r
-\r
-                               /* Require line of projection */\r
-                               if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;\r
-\r
-                               if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))\r
-                                       evil_idx = hack_m_idx_ii;\r
-\r
-                               if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))\r
-                               {\r
-                                       good_idx = hack_m_idx_ii;\r
-                               }\r
-\r
-                               /* Let them fight each other */\r
-                               if (evil_idx && good_idx)\r
-                               {\r
-                                       monster_type *evil_ptr = &m_list[evil_idx];\r
-                                       monster_type *good_ptr = &m_list[good_idx];\r
-                                       evil_ptr->target_y = good_ptr->fy;\r
-                                       evil_ptr->target_x = good_ptr->fx;\r
-                                       good_ptr->target_y = evil_ptr->fy;\r
-                                       good_ptr->target_x = evil_ptr->fx;\r
-                               }\r
-                       }\r
-               }\r
-               break;\r
-       }\r
-\r
-       case TRAP_PIRANHA:\r
-       {\r
-               msg_print(_("\93Ë\91R\95Ç\82©\82ç\90\85\82ª\88ì\82ê\8fo\82µ\82½\81I\83s\83\89\83j\83A\82ª\82¢\82é\81I", "Suddenly, the room is filled with water with piranhas!"));\r
-\r
-               /* Water fills room */\r
-               fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);\r
-\r
-               /* Summon Piranhas */\r
-               num = 1 + dun_level / 20;\r
-               for (i = 0; i < num; i++)\r
-               {\r
-                       (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));\r
-               }\r
-               break;\r
-       }\r
-       }\r
-\r
-       if (break_trap && is_trap(c_ptr->feat))\r
-       {\r
-               cave_alter_feat(y, x, FF_DISARM);\r
-               msg_print(_("\83g\83\89\83b\83v\82ð\95²\8dÓ\82µ\82½\81B", "You destroyed the trap."));\r
-       }\r
-}\r
+#include "angband.h"
+#include "util.h"
+
+#include "trap.h"
+#include "player-damage.h"
+#include "player-move.h"
+#include "player-effects.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"
+
+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 マスに存在するトラップを秘匿する /
+* 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 = &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);
+       }
+       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 = &current_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->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->poisoned + randint1(dam));
+                       }
+               }
+       }
+
+       take_hit(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(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
+               if (!CHECK_MULTISHADOW()) 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(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->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);
+       }
+}
+
+/*!
+* @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 = &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);
+
+       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) || (inventory[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(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);
+                       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), '\0');
+               }
+
+               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(
+                       _("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(
+                       _("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(
+                       _("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(NULL, FALSE);
+
+                       }
+                       (void)set_paralyzed(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);
+
+                               /* Skip illegal grids */
+                               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), '\0'))
+                                       evil_idx = hack_m_idx_ii;
+
+                               if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET), '\0'))
+                               {
+                                       good_idx = hack_m_idx_ii;
+                               }
+
+                               /* Let them fight each other */
+                               if (evil_idx && good_idx)
+                               {
+                                       monster_type *evil_ptr = &current_floor_ptr->m_list[evil_idx];
+                                       monster_type *good_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;
+                                       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), '\0');
+               }
+               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."));
+       }
+}