#include "angband.h"\r
+#include "floor.h"\r
#include "trap.h"\r
#include "player-damage.h"\r
+#include "projection.h"\r
+#include "spells-summon.h"\r
+#include "quest.h"\r
+#include "artifact.h"\r
\r
static s16b normal_traps[MAX_NORMAL_TRAPS];\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
+ concptr trap_name = "";\r
+ concptr spike_name = "";\r
\r
switch (trap_feat_type)\r
{\r
* @param turn 状態異常の追加ターン量\r
* @return なし\r
*/\r
-static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)\r
+static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)\r
{\r
msg_print(trap_message);\r
if (!resist)\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 = _("トラップ", "a trap");\r
+ concptr name = _("トラップ", "a trap");\r
\r
disturb(FALSE, TRUE);\r
\r
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));\r
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))\r
msg_print(_("くっそ~!", ""));\r
+ else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))\r
+ msg_print(_("ジュラル星人の仕業に違いない!", ""));\r
+\r
\r
sound(SOUND_FALL);\r
dam = damroll(2, 8);\r