#include "angband.h"
+#include "trap.h"
/*!
}
-/*!
- * @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, 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;
- cptr trap_name = "";
- cptr 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 the damage */
- 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 turn 状態異常の追加ターン量
- * @return なし
- */
-static void hit_trap_set_abnormal_status(cptr 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
- */
-static void hit_trap(bool break_trap)
-{
- int i, num, dam;
- int x = p_ptr->x, y = p_ptr->y;
-
- /* Get the cave grid */
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
- int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
- cptr name = _("トラップ", "a trap");
-
- /* Disturb the player */
- disturb(0, 1);
-
- cave_alter_feat(y, x, FF_HIT_TRAP);
-
- /* Analyze XXX XXX XXX */
- 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~!", ""));
-
- 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);
-
- /* Leaving */
- 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, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
-
- if (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;
-
- int 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 = dun_level; lev >= 20; lev -= 1 + lev/16)
- {
- num = levs[MIN(lev/10, 9)];
- for (i = 0; i < num; i++)
- {
- int x1 = rand_spread(x, 7);
- int 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)))
- evil_idx = hack_m_idx_ii;
-
- if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
- {
- good_idx = hack_m_idx_ii;
- }
-
- /* 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];
- 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 + dun_level/20;
- for (i = 0; i < num; i++)
- {
- (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
- }
- break;
- }
- }
-
- if (break_trap && is_trap(c_ptr->feat))
- {
- cave_alter_feat(y, x, FF_DISARM);
- msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
- }
-}
-
/*!
* @brief 敵オーラによるプレイヤーのダメージ処理(補助)
--- /dev/null
+#include "angband.h"\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