1 #include "angband.h"
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4 static s16b normal_traps[MAX_NORMAL_TRAPS];
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8 * @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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11 void init_normal_traps(void)
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15 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
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16 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
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17 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
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18 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
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19 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
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20 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
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21 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
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22 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
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23 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
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24 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
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25 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
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26 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
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27 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
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28 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
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29 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
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30 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
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31 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
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32 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
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36 * @brief 基本トラップをランダムに選択する /
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38 * @return 選択したトラップのID
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40 * XXX XXX XXX This routine should be redone to reflect trap "level".\n
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41 * That is, it does not make sense to have spiked pits at 50 feet.\n
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42 * Actually, it is not this routine, but the "trap instantiation"\n
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43 * code, which should also check for "trap doors" on quest levels.\n
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45 s16b choose_random_trap(void)
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52 /* Hack -- pick a trap */
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53 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
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55 /* Accept non-trapdoors */
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56 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
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58 /* Hack -- no trap doors on special levels */
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59 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
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61 /* Hack -- no trap doors on the deepest level */
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62 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
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71 * @brief マスに存在するトラップを秘匿する /
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72 * Disclose an invisible trap
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73 * @param y 秘匿したいマスのY座標
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74 * @param x 秘匿したいマスのX座標
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77 void disclose_grid(POSITION y, POSITION x)
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79 cave_type *c_ptr = &cave[y][x];
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81 if (cave_have_flag_grid(c_ptr, FF_SECRET))
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83 /* No longer hidden */
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84 cave_alter_feat(y, x, FF_SECRET);
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86 else if (c_ptr->mimic)
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88 /* No longer hidden */
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100 * @brief マスをトラップを配置する /
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101 * The location must be a legal, naked, floor grid.
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102 * @param y 配置したいマスのY座標
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103 * @param x 配置したいマスのX座標
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105 * Note that all traps start out as "invisible" and "untyped", and then\n
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106 * when they are "discovered" (by detecting them or setting them off),\n
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107 * the trap is "instantiated" as a visible, "typed", trap.\n
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109 void place_trap(POSITION y, POSITION x)
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111 cave_type *c_ptr = &cave[y][x];
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113 /* Paranoia -- verify location */
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114 if (!in_bounds(y, x)) return;
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116 /* Require empty, clean, floor grid */
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117 if (!cave_clean_bold(y, x)) return;
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119 /* Place an invisible trap */
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120 c_ptr->mimic = c_ptr->feat;
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121 c_ptr->feat = choose_random_trap();
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127 * @brief プレイヤーへのトラップ命中判定 /
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128 * Determine if a trap affects the player.
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129 * @param power 基本回避難度
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130 * @return トラップが命中した場合TRUEを返す。
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132 * Always miss 5% of the time, Always hit 5% of the time.
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133 * Otherwise, match trap power against player armor.
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135 static int check_hit(int power)
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139 /* Percentile dice */
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142 /* Hack -- 5% hit, 5% miss */
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143 if (k < 10) return (k < 5);
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145 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
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146 if (one_in_(20)) return (TRUE);
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148 /* Paranoia -- No power */
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149 if (power <= 0) return (FALSE);
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152 ac = p_ptr->ac + p_ptr->to_a;
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154 /* Power competes against Armor */
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155 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
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163 * @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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164 * @param trap_feat_type トラップの種別ID
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167 static void hit_trap_pit(int trap_feat_type)
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170 cptr trap_name = "";
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171 cptr spike_name = "";
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173 switch (trap_feat_type)
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176 trap_name = _("落とし穴", "a pit trap");
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178 case TRAP_SPIKED_PIT:
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179 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
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180 spike_name = _("スパイク", "spikes");
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182 case TRAP_POISON_PIT:
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183 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
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184 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
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190 if (p_ptr->levitation)
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192 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
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196 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
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199 dam = damroll(2, 6);
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201 /* Extra spike damage */
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202 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
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205 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
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208 (void)set_cut(p_ptr->cut + randint1(dam));
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210 if (trap_feat_type == TRAP_POISON_PIT) {
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211 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
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213 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
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218 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
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223 /* Take the damage */
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224 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
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228 * @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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229 * @return ダーツが命中した場合TRUEを返す
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231 static bool hit_trap_dart(void)
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235 if (check_hit(125))
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237 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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238 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
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239 if (!CHECK_MULTISHADOW()) hit = TRUE;
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243 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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250 * @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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251 * @param stat 低下する能力値ID
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254 static void hit_trap_lose_stat(int stat)
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256 if (hit_trap_dart())
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263 * @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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266 static void hit_trap_slow(void)
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268 if (hit_trap_dart())
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270 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
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275 * @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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276 * @param trap_message メッセージの補完文字列
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277 * @param resist 状態異常に抵抗する判定が出たならTRUE
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278 * @param set_status 状態異常を指定する関数ポインタ
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279 * @param turn 状態異常の追加ターン量
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282 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
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284 msg_print(trap_message);
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287 set_status(turn_aux);
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292 * @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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293 * Handle player hitting a real trap
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294 * @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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297 void hit_trap(bool break_trap)
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300 POSITION x = p_ptr->x, y = p_ptr->y;
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302 /* Get the cave grid */
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303 cave_type *c_ptr = &cave[y][x];
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304 feature_type *f_ptr = &f_info[c_ptr->feat];
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305 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
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306 cptr name = _("トラップ", "a trap");
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308 /* Disturb the player */
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311 cave_alter_feat(y, x, FF_HIT_TRAP);
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313 /* Analyze XXX XXX XXX */
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314 switch (trap_feat_type)
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316 case TRAP_TRAPDOOR:
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318 if (p_ptr->levitation)
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320 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
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324 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
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325 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
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326 msg_print(_("くっそ~!", ""));
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329 dam = damroll(2, 8);
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330 name = _("落とし戸", "a trap door");
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332 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
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334 /* Still alive and autosave enabled */
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335 if (autosave_l && (p_ptr->chp >= 0))
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336 do_cmd_save_game(TRUE);
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338 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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339 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
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342 p_ptr->leaving = TRUE;
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348 case TRAP_SPIKED_PIT:
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349 case TRAP_POISON_PIT:
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351 hit_trap_pit(trap_feat_type);
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355 case TRAP_TY_CURSE:
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357 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
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358 num = 2 + randint1(3);
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359 for (i = 0; i < num; i++)
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361 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
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364 if (dun_level > randint1(100)) /* No nasty effect for low levels */
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366 bool stop_ty = FALSE;
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371 stop_ty = activate_ty_curse(stop_ty, &count);
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372 } while (one_in_(6));
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377 case TRAP_TELEPORT:
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379 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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380 teleport_player(100, TELEPORT_PASSIVE);
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386 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
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387 dam = damroll(4, 6);
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388 (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
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394 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
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395 dam = damroll(4, 6);
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396 (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
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406 case TRAP_LOSE_STR:
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408 hit_trap_lose_stat(A_STR);
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412 case TRAP_LOSE_DEX:
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414 hit_trap_lose_stat(A_DEX);
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418 case TRAP_LOSE_CON:
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420 hit_trap_lose_stat(A_CON);
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426 hit_trap_set_abnormal_status(
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427 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
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428 p_ptr->resist_blind,
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429 set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
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435 hit_trap_set_abnormal_status(
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436 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
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437 p_ptr->resist_conf,
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438 set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
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444 hit_trap_set_abnormal_status(
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445 _("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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446 p_ptr->resist_pois || IS_OPPOSE_POIS(),
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447 set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
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453 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
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454 if (!p_ptr->free_act)
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456 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
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458 if (ironman_nightmare)
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460 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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462 /* Have some nightmares */
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463 sanity_blast(NULL, FALSE);
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466 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
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473 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
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474 /* Make some new traps */
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475 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
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482 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
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484 aggravate_monsters(0);
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491 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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492 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
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493 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
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494 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
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495 aggravate_monsters(0);
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500 case TRAP_ARMAGEDDON:
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502 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
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503 int evil_idx = 0, good_idx = 0;
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506 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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508 /* Summon Demons and Angels */
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509 for (lev = dun_level; lev >= 20; lev -= 1 + lev / 16)
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511 num = levs[MIN(lev / 10, 9)];
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512 for (i = 0; i < num; i++)
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514 int x1 = rand_spread(x, 7);
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515 int y1 = rand_spread(y, 5);
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517 /* Skip illegal grids */
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518 if (!in_bounds(y1, x1)) continue;
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520 /* Require line of projection */
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521 if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
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523 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
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524 evil_idx = hack_m_idx_ii;
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526 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
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528 good_idx = hack_m_idx_ii;
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531 /* Let them fight each other */
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532 if (evil_idx && good_idx)
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534 monster_type *evil_ptr = &m_list[evil_idx];
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535 monster_type *good_ptr = &m_list[good_idx];
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536 evil_ptr->target_y = good_ptr->fy;
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537 evil_ptr->target_x = good_ptr->fx;
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538 good_ptr->target_y = evil_ptr->fy;
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539 good_ptr->target_x = evil_ptr->fx;
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548 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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550 /* Water fills room */
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551 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
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553 /* Summon Piranhas */
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554 num = 1 + dun_level / 20;
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555 for (i = 0; i < num; i++)
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557 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
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563 if (break_trap && is_trap(c_ptr->feat))
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565 cave_alter_feat(y, x, FF_DISARM);
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566 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
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