{
int i, num, dam;
POSITION x = trapped_ptr->x, y = trapped_ptr->y;
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
concptr name = _("トラップ", "a trap");
num = 2 + randint1(3);
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, y, x, p_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(0, y, x, trapped_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
- if (p_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
+ if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
{
bool stop_ty = FALSE;
int count = 0;
msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
/* Summon Demons and Angels */
- for (lev = p_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
+ for (lev = trapped_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
{
num = levs[MIN(lev / 10, 9)];
for (i = 0; i < num; i++)
POSITION x1 = rand_spread(x, 7);
POSITION y1 = rand_spread(y, 5);
- if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) continue;
+ if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1)) continue;
/* Require line of projection */
- if (!projectable(p_ptr->current_floor_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
+ if (!projectable(trapped_ptr->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)))
evil_idx = hack_m_idx_ii;
/* Let them fight each other */
if (evil_idx && good_idx)
{
- monster_type *evil_ptr = &p_ptr->current_floor_ptr->m_list[evil_idx];
- monster_type *good_ptr = &p_ptr->current_floor_ptr->m_list[good_idx];
+ monster_type *evil_ptr = &trapped_ptr->current_floor_ptr->m_list[evil_idx];
+ monster_type *good_ptr = &trapped_ptr->current_floor_ptr->m_list[good_idx];
evil_ptr->target_y = good_ptr->fy;
evil_ptr->target_x = good_ptr->fx;
good_ptr->target_y = evil_ptr->fy;
fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
/* Summon Piranhas */
- num = 1 + p_ptr->current_floor_ptr->dun_level / 20;
+ num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, y, x, p_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
+ (void)summon_specific(0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
}
break;
}