#include "angband.h"\r
#include "trap.h"\r
+#include "player-damage.h"\r
\r
static s16b normal_traps[MAX_NORMAL_TRAPS];\r
\r
* Get random trap\r
* @return 選択したトラップのID\r
* @details\r
-* XXX XXX XXX This routine should be redone to reflect trap "level".\n\r
+* 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
/* 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
static int check_hit(int power)\r
{\r
- int k, ac;\r
+ int k;\r
+ ARMOUR_CLASS ac;\r
\r
/* Percentile dice */\r
k = randint0(100);\r
}\r
}\r
\r
- /* Take the damage */\r
take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);\r
}\r
\r
int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;\r
cptr name = _("トラップ", "a trap");\r
\r
- /* Disturb the player */\r
- disturb(0, 1);\r
+ disturb(FALSE, TRUE);\r
\r
cave_alter_feat(y, x, FF_HIT_TRAP);\r
\r
- /* Analyze XXX XXX XXX */\r
+ /* Analyze */\r
switch (trap_feat_type)\r
{\r
case TRAP_TRAPDOOR:\r