X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Ftrap.c;h=44d26e30686e5615891160a4464125bdce2e328e;hb=refs%2Fheads%2Fmaster;hp=0db822993acb960d8b114b39ee860d6dbd88a401;hpb=4fd637ecd7541ce0ab9e8599c3cda32ee39c9db3;p=hengband%2Fhengband.git diff --git a/src/trap.c b/src/trap.c deleted file mode 100644 index 0db822993..000000000 --- a/src/trap.c +++ /dev/null @@ -1,677 +0,0 @@ -#include "angband.h" -#include "util.h" - -#include "cmd-dump.h" -#include "trap.h" -#include "player-damage.h" -#include "player-move.h" -#include "player-effects.h" -#include "player-class.h" -#include "player-personality.h" -#include "spells-summon.h" -#include "quest.h" -#include "artifact.h" -#include "feature.h" -#include "player-status.h" -#include "grid.h" -#include "spells.h" -#include "floor.h" -#include "floor-save.h" -#include "init.h" -#include "files.h" -#include "dungeon.h" -#include "world.h" - -static s16b normal_traps[MAX_NORMAL_TRAPS]; - - -/*! - * @brief 箱のトラップテーブル - * @details - *
- * Each chest has a certain set of traps, determined by pval
- * Each chest has a "pval" from 1 to the chest level (max 55)
- * If the "pval" is negative then the trap has been disarmed
- * The "pval" of a chest determines the quality of its treasure
- * Note that disarming a trap on a chest also removes the lock.
- * 
- */ -const int chest_traps[64] = -{ - 0, /* 0 == empty */ - (CHEST_POISON), - (CHEST_LOSE_STR), - (CHEST_LOSE_CON), - (CHEST_LOSE_STR), - (CHEST_LOSE_CON), /* 5 == best small wooden */ - 0, - (CHEST_ALARM), - (CHEST_ALARM), - (CHEST_LOSE_STR), - (CHEST_LOSE_CON), - (CHEST_POISON), - (CHEST_SCATTER), - (CHEST_LOSE_STR | CHEST_LOSE_CON), - (CHEST_LOSE_STR | CHEST_LOSE_CON), - (CHEST_SUMMON), /* 15 == best large wooden */ - 0, - (CHEST_ALARM), - (CHEST_SCATTER), - (CHEST_PARALYZE), - (CHEST_LOSE_STR | CHEST_LOSE_CON), - (CHEST_SUMMON), - (CHEST_PARALYZE), - (CHEST_LOSE_STR), - (CHEST_LOSE_CON), - (CHEST_EXPLODE), /* 25 == best small iron */ - 0, - (CHEST_E_SUMMON), - (CHEST_POISON | CHEST_LOSE_CON), - (CHEST_LOSE_STR | CHEST_LOSE_CON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_BIRD_STORM), - (CHEST_POISON | CHEST_SUMMON), - (CHEST_E_SUMMON | CHEST_ALARM), - (CHEST_EXPLODE), - (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */ - 0, - (CHEST_SUMMON | CHEST_ALARM), - (CHEST_EXPLODE), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_POISON | CHEST_PARALYZE), - (CHEST_EXPLODE), - (CHEST_BIRD_STORM), - (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM), - (CHEST_H_SUMMON), /* 45 == best small steel */ - 0, - (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM), - (CHEST_BIRD_STORM), - (CHEST_RUNES_OF_EVIL), - (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM), - (CHEST_BIRD_STORM | CHEST_ALARM), - (CHEST_H_SUMMON | CHEST_ALARM), - (CHEST_RUNES_OF_EVIL), - (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM), - (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */ - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), - (CHEST_EXPLODE | CHEST_SUMMON), -}; - - -/*! -* @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 -* @return なし -*/ -void init_normal_traps(void) -{ - int cur_trap = 0; - - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS"); - normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM"); -} - -/*! -* @brief 基本トラップをランダムに選択する / -* Get random trap -* @return 選択したトラップのID -* @details -* This routine should be redone to reflect trap "level".\n -* That is, it does not make sense to have spiked pits at 50 feet.\n -* Actually, it is not this routine, but the "trap instantiation"\n -* code, which should also check for "trap doors" on quest levels.\n -*/ -FEAT_IDX choose_random_trap(player_type *trapped_ptr) -{ - FEAT_IDX feat; - - /* Pick a trap */ - floor_type *floor_ptr = trapped_ptr->current_floor_ptr; - while (TRUE) - { - /* Hack -- pick a trap */ - feat = normal_traps[randint0(MAX_NORMAL_TRAPS)]; - - /* Accept non-trapdoors */ - if (!have_flag(f_info[feat].flags, FF_MORE)) break; - - /* Hack -- no trap doors on special levels */ - if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level)) continue; - - /* Hack -- no trap doors on the deepest level */ - if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) continue; - - break; - } - - return feat; -} - - -/*! -* @brief マスに存在する隠しトラップを公開する / -* Disclose an invisible trap -* @param player -* @param y 秘匿したいマスのY座標 -* @param x 秘匿したいマスのX座標 -* @return なし -*/ -void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x) -{ - grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x]; - - if (cave_have_flag_grid(g_ptr, FF_SECRET)) - { - /* No longer hidden */ - cave_alter_feat(trapped_ptr, y, x, FF_SECRET); - } - else if (g_ptr->mimic) - { - /* No longer hidden */ - g_ptr->mimic = 0; - - note_spot(trapped_ptr, y, x); - lite_spot(trapped_ptr, y, x); - } -} - - -/*! -* @brief マスをトラップを配置する / -* The location must be a legal, naked, floor grid. -* @param y 配置したいマスのY座標 -* @param x 配置したいマスのX座標 -* @return -* Note that all traps start out as "invisible" and "untyped", and then\n -* when they are "discovered" (by detecting them or setting them off),\n -* the trap is "instantiated" as a visible, "typed", trap.\n -*/ -void place_trap(player_type *trapped_ptr, POSITION y, POSITION x) -{ - floor_type *floor_ptr = trapped_ptr->current_floor_ptr; - grid_type *g_ptr = &floor_ptr->grid_array[y][x]; - - /* Paranoia -- verify location */ - if (!in_bounds(floor_ptr, y, x)) return; - - /* Require empty, clean, floor grid */ - if (!cave_clean_bold(floor_ptr, y, x)) return; - - /* Place an invisible trap */ - g_ptr->mimic = g_ptr->feat; - g_ptr->feat = choose_random_trap(trapped_ptr); -} - - - -/*! -* @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(player_type *target_ptr, int power) -{ - int k; - ARMOUR_CLASS ac; - - /* Percentile dice */ - k = randint0(100); - - /* Hack -- 5% hit, 5% miss */ - if (k < 10) return (k < 5); - - if (target_ptr->pseikaku == SEIKAKU_NAMAKE) - if (one_in_(20)) return TRUE; - - /* Paranoia -- No power */ - if (power <= 0) return FALSE; - - /* Total armor */ - ac = target_ptr->ac + target_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(player_type *trapped_ptr, int trap_feat_type) -{ - HIT_POINT dam; - concptr trap_name = ""; - concptr 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 (trapped_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(trapped_ptr,trapped_ptr->cut + randint1(dam)); - - if (trap_feat_type == TRAP_POISON_PIT) { - if (trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr)) - { - 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(trapped_ptr, trapped_ptr->poisoned + randint1(dam)); - } - } - } - - take_hit(trapped_ptr, 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(player_type *target_ptr) -{ - bool hit = FALSE; - - if (check_hit(target_ptr, 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(target_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1); - if (!CHECK_MULTISHADOW(target_ptr)) 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(player_type *target_ptr, int stat) -{ - if (hit_trap_dart(target_ptr)) - { - do_dec_stat(target_ptr, 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(player_type *target_ptr) -{ - if (hit_trap_dart(target_ptr)) - { - set_slow(target_ptr, target_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_aux 状態異常の追加ターン量 -* @return なし -*/ -static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux) -{ - msg_print(trap_message); - if (!resist) - { - set_status(turn_aux); - } -} - -static void hit_trap_set_abnormal_status_p(player_type *trapped_ptr, concptr trap_message, bool resist, bool(*set_status)(player_type *, IDX), IDX turn_aux) -{ - msg_print(trap_message); - if (!resist) - { - set_status(trapped_ptr, 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 -*/ -void hit_trap(player_type *trapped_ptr, bool break_trap) -{ - int i, num, dam; - POSITION x = trapped_ptr->x, y = trapped_ptr->y; - 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"); - - disturb(trapped_ptr, FALSE, TRUE); - - cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP); - - /* Analyze */ - switch (trap_feat_type) - { - case TRAP_TRAPDOOR: - { - if (trapped_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 (IS_ECHIZEN(trapped_ptr)) - msg_print(_("くっそ~!", "")); - else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN)) - msg_print(_("ジュラル星人の仕業に違いない!", "")); - - - sound(SOUND_FALL); - dam = damroll(2, 8); - name = _("落とし戸", "a trap door"); - - take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, name, -1); - - /* Still alive and autosave enabled */ - if (autosave_l && (trapped_ptr->chp >= 0)) - do_cmd_save_game(trapped_ptr, TRUE); - - exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "You have fallen through a trap door!")); - prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT); - trapped_ptr->leaving = TRUE; - } - break; - } - - case TRAP_PIT: - case TRAP_SPIKED_PIT: - case TRAP_POISON_PIT: - { - hit_trap_pit(trapped_ptr, 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(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - - if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */ - { - bool stop_ty = FALSE; - int count = 0; - - do - { - stop_ty = activate_ty_curse(trapped_ptr, 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(trapped_ptr, 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(trapped_ptr, 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(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), -1, FALSE); - break; - } - - case TRAP_SLOW: - { - hit_trap_slow(trapped_ptr); - break; - } - - case TRAP_LOSE_STR: - { - hit_trap_lose_stat(trapped_ptr, A_STR); - break; - } - - case TRAP_LOSE_DEX: - { - hit_trap_lose_stat(trapped_ptr, A_DEX); - break; - } - - case TRAP_LOSE_CON: - { - hit_trap_lose_stat(trapped_ptr, A_CON); - break; - } - - case TRAP_BLIND: - { - hit_trap_set_abnormal_status_p(trapped_ptr, - _("黒いガスに包み込まれた!", "A black gas surrounds you!"), - trapped_ptr->resist_blind, - set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25); - break; - } - - case TRAP_CONFUSE: - { - hit_trap_set_abnormal_status_p(trapped_ptr, - _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"), - trapped_ptr->resist_conf, - set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10); - break; - } - - case TRAP_POISON: - { - hit_trap_set_abnormal_status_p(trapped_ptr, - _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"), - trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr), - set_poisoned, trapped_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 (!trapped_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(trapped_ptr, NULL, FALSE); - - } - (void)set_paralyzed(trapped_ptr, trapped_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(trapped_ptr, 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(trapped_ptr, 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(trapped_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1); - (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1); - (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1); - aggravate_monsters(trapped_ptr, 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; - - DEPTH 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 = 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(trapped_ptr->current_floor_ptr, y1, x1)) continue; - - /* Require line of projection */ - if (!projectable(trapped_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue; - - if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET))) - evil_idx = hack_m_idx_ii; - - if (summon_specific(trapped_ptr, 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 = &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; - 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(trapped_ptr, GF_WATER_FLOW, 0, 1, 10); - - /* Summon Piranhas */ - num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20; - for (i = 0; i < num; i++) - { - (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET)); - } - break; - } - } - - if (break_trap && is_trap(trapped_ptr, g_ptr->feat)) - { - cave_alter_feat(trapped_ptr, y, x, FF_DISARM); - msg_print(_("トラップを粉砕した。", "You destroyed the trap.")); - } -}