4 static s16b normal_traps[MAX_NORMAL_TRAPS];
\r
8 * @brief
\83^
\83O
\82É
\8f]
\82Á
\82Ä
\81A
\8aî
\96{
\83g
\83\89\83b
\83v
\83e
\81[
\83u
\83\8b\82ð
\8f\89\8aú
\89»
\82·
\82é / Initialize arrays for normal traps
\r
11 void init_normal_traps(void)
\r
15 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
\r
16 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
\r
17 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
\r
18 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
\r
19 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
\r
20 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
\r
21 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
\r
22 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
\r
23 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
\r
24 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
\r
25 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
\r
26 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
\r
27 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
\r
28 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
\r
29 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
\r
30 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
\r
31 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
\r
32 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
\r
36 * @brief
\8aî
\96{
\83g
\83\89\83b
\83v
\82ð
\83\89\83\93\83_
\83\80\82É
\91I
\91ð
\82·
\82é /
\r
38 * @return
\91I
\91ð
\82µ
\82½
\83g
\83\89\83b
\83v
\82ÌID
\r
40 * XXX XXX XXX This routine should be redone to reflect trap "level".\n
\r
41 * That is, it does not make sense to have spiked pits at 50 feet.\n
\r
42 * Actually, it is not this routine, but the "trap instantiation"\n
\r
43 * code, which should also check for "trap doors" on quest levels.\n
\r
45 s16b choose_random_trap(void)
\r
52 /* Hack -- pick a trap */
\r
53 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
\r
55 /* Accept non-trapdoors */
\r
56 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
\r
58 /* Hack -- no trap doors on special levels */
\r
59 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
\r
61 /* Hack -- no trap doors on the deepest level */
\r
62 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
\r
71 * @brief
\83}
\83X
\82É
\91¶
\8dÝ
\82·
\82é
\83g
\83\89\83b
\83v
\82ð
\94é
\93½
\82·
\82é /
\r
72 * Disclose an invisible trap
\r
73 * @param y
\94é
\93½
\82µ
\82½
\82¢
\83}
\83X
\82ÌY
\8dÀ
\95W
\r
74 * @param x
\94é
\93½
\82µ
\82½
\82¢
\83}
\83X
\82ÌX
\8dÀ
\95W
\r
77 void disclose_grid(POSITION y, POSITION x)
\r
79 cave_type *c_ptr = &cave[y][x];
\r
81 if (cave_have_flag_grid(c_ptr, FF_SECRET))
\r
83 /* No longer hidden */
\r
84 cave_alter_feat(y, x, FF_SECRET);
\r
86 else if (c_ptr->mimic)
\r
88 /* No longer hidden */
\r
100 * @brief
\83}
\83X
\82ð
\83g
\83\89\83b
\83v
\82ð
\94z
\92u
\82·
\82é /
\r
101 * The location must be a legal, naked, floor grid.
\r
102 * @param y
\94z
\92u
\82µ
\82½
\82¢
\83}
\83X
\82ÌY
\8dÀ
\95W
\r
103 * @param x
\94z
\92u
\82µ
\82½
\82¢
\83}
\83X
\82ÌX
\8dÀ
\95W
\r
105 * Note that all traps start out as "invisible" and "untyped", and then\n
\r
106 * when they are "discovered" (by detecting them or setting them off),\n
\r
107 * the trap is "instantiated" as a visible, "typed", trap.\n
\r
109 void place_trap(POSITION y, POSITION x)
\r
111 cave_type *c_ptr = &cave[y][x];
\r
113 /* Paranoia -- verify location */
\r
114 if (!in_bounds(y, x)) return;
\r
116 /* Require empty, clean, floor grid */
\r
117 if (!cave_clean_bold(y, x)) return;
\r
119 /* Place an invisible trap */
\r
120 c_ptr->mimic = c_ptr->feat;
\r
121 c_ptr->feat = choose_random_trap();
\r
127 * @brief
\83v
\83\8c\83C
\83\84\81[
\82Ö
\82Ì
\83g
\83\89\83b
\83v
\96½
\92\86\94»
\92è /
\r
128 * Determine if a trap affects the player.
\r
129 * @param power
\8aî
\96{
\89ñ
\94ð
\93ï
\93x
\r
130 * @return
\83g
\83\89\83b
\83v
\82ª
\96½
\92\86\82µ
\82½
\8fê
\8d\87TRUE
\82ð
\95Ô
\82·
\81B
\r
132 * Always miss 5% of the time, Always hit 5% of the time.
\r
133 * Otherwise, match trap power against player armor.
\r
135 static int check_hit(int power)
\r
139 /* Percentile dice */
\r
142 /* Hack -- 5% hit, 5% miss */
\r
143 if (k < 10) return (k < 5);
\r
145 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
\r
146 if (one_in_(20)) return (TRUE);
\r
148 /* Paranoia -- No power */
\r
149 if (power <= 0) return (FALSE);
\r
152 ac = p_ptr->ac + p_ptr->to_a;
\r
154 /* Power competes against Armor */
\r
155 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
\r
163 * @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
164 * @param trap_feat_type
\83g
\83\89\83b
\83v
\82Ì
\8eí
\95ÊID
\r
167 static void hit_trap_pit(int trap_feat_type)
\r
170 cptr trap_name = "";
\r
171 cptr spike_name = "";
\r
173 switch (trap_feat_type)
\r
176 trap_name = _("
\97\8e\82Æ
\82µ
\8c\8a", "a pit trap");
\r
178 case TRAP_SPIKED_PIT:
\r
179 trap_name = _("
\83X
\83p
\83C
\83N
\82ª
\95~
\82©
\82ê
\82½
\97\8e\82Æ
\82µ
\8c\8a", "a spiked pit");
\r
180 spike_name = _("
\83X
\83p
\83C
\83N", "spikes");
\r
182 case TRAP_POISON_PIT:
\r
183 trap_name = _("
\83X
\83p
\83C
\83N
\82ª
\95~
\82©
\82ê
\82½
\97\8e\82Æ
\82µ
\8c\8a", "a spiked pit");
\r
184 spike_name = _("
\93Å
\82ð
\93h
\82ç
\82ê
\82½
\83X
\83p
\83C
\83N", "poisonous spikes");
\r
190 if (p_ptr->levitation)
\r
192 msg_format(_("%s
\82ð
\94ò
\82Ñ
\89z
\82¦
\82½
\81B", "You fly over %s."), trap_name);
\r
196 msg_format(_("%s
\82É
\97\8e\82¿
\82Ä
\82µ
\82Ü
\82Á
\82½
\81I", "You have fallen into %s!"), trap_name);
\r
199 dam = damroll(2, 6);
\r
201 /* Extra spike damage */
\r
202 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
\r
205 msg_format(_("%s
\82ª
\8eh
\82³
\82Á
\82½
\81I", "You are impaled on %s!"), spike_name);
\r
208 (void)set_cut(p_ptr->cut + randint1(dam));
\r
210 if (trap_feat_type == TRAP_POISON_PIT) {
\r
211 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
\r
213 msg_print(_("
\82µ
\82©
\82µ
\93Å
\82Ì
\89e
\8b¿
\82Í
\82È
\82©
\82Á
\82½
\81I", "The poison does not affect you!"));
\r
218 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
\r
223 /* Take the damage */
\r
224 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
\r
228 * @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
229 * @return
\83_
\81[
\83c
\82ª
\96½
\92\86\82µ
\82½
\8fê
\8d\87TRUE
\82ð
\95Ô
\82·
\r
231 static bool hit_trap_dart(void)
\r
235 if (check_hit(125))
\r
237 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
238 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("
\83_
\81[
\83c
\82Ìã©", "a dart trap"), -1);
\r
239 if (!CHECK_MULTISHADOW()) hit = TRUE;
\r
243 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
250 * @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
251 * @param stat
\92á
\89º
\82·
\82é
\94\
\97Í
\92lID
\r
254 static void hit_trap_lose_stat(int stat)
\r
256 if (hit_trap_dart())
\r
263 * @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
266 static void hit_trap_slow(void)
\r
268 if (hit_trap_dart())
\r
270 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
\r
275 * @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
276 * @param trap_message
\83\81\83b
\83Z
\81[
\83W
\82Ì
\95â
\8a®
\95¶
\8e\9a\97ñ
\r
277 * @param resist
\8fó
\91Ô
\88Ù
\8fí
\82É
\92ï
\8dR
\82·
\82é
\94»
\92è
\82ª
\8fo
\82½
\82È
\82çTRUE
\r
278 * @param set_status
\8fó
\91Ô
\88Ù
\8fí
\82ð
\8ew
\92è
\82·
\82é
\8aÖ
\90\94\83|
\83C
\83\93\83^
\r
279 * @param turn
\8fó
\91Ô
\88Ù
\8fí
\82Ì
\92Ç
\89Á
\83^
\81[
\83\93\97Ê
\r
282 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
\r
284 msg_print(trap_message);
\r
287 set_status(turn_aux);
\r
292 * @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
293 * Handle player hitting a real trap
\r
294 * @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
297 void hit_trap(bool break_trap)
\r
300 int x = p_ptr->x, y = p_ptr->y;
\r
302 /* Get the cave grid */
\r
303 cave_type *c_ptr = &cave[y][x];
\r
304 feature_type *f_ptr = &f_info[c_ptr->feat];
\r
305 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
\r
306 cptr name = _("
\83g
\83\89\83b
\83v", "a trap");
\r
308 /* Disturb the player */
\r
311 cave_alter_feat(y, x, FF_HIT_TRAP);
\r
313 /* Analyze XXX XXX XXX */
\r
314 switch (trap_feat_type)
\r
316 case TRAP_TRAPDOOR:
\r
318 if (p_ptr->levitation)
\r
320 msg_print(_("
\97\8e\82Æ
\82µ
\8cË
\82ð
\94ò
\82Ñ
\89z
\82¦
\82½
\81B", "You fly over a trap door."));
\r
324 msg_print(_("
\97\8e\82Æ
\82µ
\8cË
\82É
\97\8e\82¿
\82½
\81I", "You have fallen through a trap door!"));
\r
325 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
\r
326 msg_print(_("
\82
\82Á
\82»
\81`
\81I", ""));
\r
329 dam = damroll(2, 8);
\r
330 name = _("
\97\8e\82Æ
\82µ
\8cË", "a trap door");
\r
332 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
\r
334 /* Still alive and autosave enabled */
\r
335 if (autosave_l && (p_ptr->chp >= 0))
\r
336 do_cmd_save_game(TRUE);
\r
338 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
339 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
\r
342 p_ptr->leaving = TRUE;
\r
348 case TRAP_SPIKED_PIT:
\r
349 case TRAP_POISON_PIT:
\r
351 hit_trap_pit(trap_feat_type);
\r
355 case TRAP_TY_CURSE:
\r
357 msg_print(_("
\89½
\82©
\82ª
\83s
\83J
\83b
\82Æ
\8cõ
\82Á
\82½
\81I", "There is a flash of shimmering light!"));
\r
358 num = 2 + randint1(3);
\r
359 for (i = 0; i < num; i++)
\r
361 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
\r
364 if (dun_level > randint1(100)) /* No nasty effect for low levels */
\r
366 bool stop_ty = FALSE;
\r
371 stop_ty = activate_ty_curse(stop_ty, &count);
\r
372 } while (one_in_(6));
\r
377 case TRAP_TELEPORT:
\r
379 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
380 teleport_player(100, TELEPORT_PASSIVE);
\r
386 msg_print(_("
\89\8a\82É
\95ï
\82Ü
\82ê
\82½
\81I", "You are enveloped in flames!"));
\r
387 dam = damroll(4, 6);
\r
388 (void)fire_dam(dam, _("
\89\8a\82Ì
\83g
\83\89\83b
\83v", "a fire trap"), -1, FALSE);
\r
394 msg_print(_("
\8e_
\82ª
\90\81\82«
\82©
\82¯
\82ç
\82ê
\82½
\81I", "You are splashed with acid!"));
\r
395 dam = damroll(4, 6);
\r
396 (void)acid_dam(dam, _("
\8e_
\82Ì
\83g
\83\89\83b
\83v", "an acid trap"), -1, FALSE);
\r
406 case TRAP_LOSE_STR:
\r
408 hit_trap_lose_stat(A_STR);
\r
412 case TRAP_LOSE_DEX:
\r
414 hit_trap_lose_stat(A_DEX);
\r
418 case TRAP_LOSE_CON:
\r
420 hit_trap_lose_stat(A_CON);
\r
426 hit_trap_set_abnormal_status(
\r
427 _("
\8d\95\82¢
\83K
\83X
\82É
\95ï
\82Ý
\8d\9e\82Ü
\82ê
\82½
\81I", "A black gas surrounds you!"),
\r
428 p_ptr->resist_blind,
\r
429 set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
\r
435 hit_trap_set_abnormal_status(
\r
436 _("
\82«
\82ç
\82ß
\82
\83K
\83X
\82É
\95ï
\82Ý
\8d\9e\82Ü
\82ê
\82½
\81I", "A gas of scintillating colors surrounds you!"),
\r
437 p_ptr->resist_conf,
\r
438 set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
\r
444 hit_trap_set_abnormal_status(
\r
445 _("
\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
446 p_ptr->resist_pois || IS_OPPOSE_POIS(),
\r
447 set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
\r
453 msg_print(_("
\8aï
\96
\82È
\94\92\82¢
\96¶
\82É
\95ï
\82Ü
\82ê
\82½
\81I", "A strange white mist surrounds you!"));
\r
454 if (!p_ptr->free_act)
\r
456 msg_print(_("
\82 \82È
\82½
\82Í
\96°
\82è
\82É
\8fA
\82¢
\82½
\81B", "You fall asleep."));
\r
458 if (ironman_nightmare)
\r
460 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
462 /* Have some nightmares */
\r
463 sanity_blast(NULL, FALSE);
\r
466 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
\r
473 msg_print(_("
\82Ü
\82Î
\82ä
\82¢
\91M
\8cõ
\82ª
\91\96\82Á
\82½
\81I", "There is a bright flash of light!"));
\r
474 /* Make some new traps */
\r
475 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
\r
482 msg_print(_("
\82¯
\82½
\82½
\82Ü
\82µ
\82¢
\89¹
\82ª
\96Â
\82è
\8b¿
\82¢
\82½
\81I", "An alarm sounds!"));
\r
484 aggravate_monsters(0);
\r
491 msg_print(_("
\91å
\89¹
\8b¿
\82Æ
\8b¤
\82É
\82Ü
\82í
\82è
\82Ì
\95Ç
\82ª
\95ö
\82ê
\82½
\81I", "Suddenly, surrounding walls are opened!"));
\r
492 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
\r
493 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
\r
494 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
\r
495 aggravate_monsters(0);
\r
500 case TRAP_ARMAGEDDON:
\r
502 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
\r
503 int evil_idx = 0, good_idx = 0;
\r
506 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
508 /* Summon Demons and Angels */
\r
509 for (lev = dun_level; lev >= 20; lev -= 1 + lev / 16)
\r
511 num = levs[MIN(lev / 10, 9)];
\r
512 for (i = 0; i < num; i++)
\r
514 int x1 = rand_spread(x, 7);
\r
515 int y1 = rand_spread(y, 5);
\r
517 /* Skip illegal grids */
\r
518 if (!in_bounds(y1, x1)) continue;
\r
520 /* Require line of projection */
\r
521 if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
\r
523 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
\r
524 evil_idx = hack_m_idx_ii;
\r
526 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
\r
528 good_idx = hack_m_idx_ii;
\r
531 /* Let them fight each other */
\r
532 if (evil_idx && good_idx)
\r
534 monster_type *evil_ptr = &m_list[evil_idx];
\r
535 monster_type *good_ptr = &m_list[good_idx];
\r
536 evil_ptr->target_y = good_ptr->fy;
\r
537 evil_ptr->target_x = good_ptr->fx;
\r
538 good_ptr->target_y = evil_ptr->fy;
\r
539 good_ptr->target_x = evil_ptr->fx;
\r
548 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
550 /* Water fills room */
\r
551 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
\r
553 /* Summon Piranhas */
\r
554 num = 1 + dun_level / 20;
\r
555 for (i = 0; i < num; i++)
\r
557 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
\r
563 if (break_trap && is_trap(c_ptr->feat))
\r
565 cave_alter_feat(y, x, FF_DISARM);
\r
566 msg_print(_("
\83g
\83\89\83b
\83v
\82ð
\95²
\8dÓ
\82µ
\82½
\81B", "You destroyed the trap."));
\r