6 #include "spells-summon.h"
9 #include "player-status.h"
10 #include "player-effects.h"
14 * @brief 箱からアイテムを引き出す /
15 * Allocates objects upon opening a chest -BEN-
16 * @param scatter TRUEならばトラップによるアイテムの拡散処理
17 * @param y 箱の存在するマスのY座標
18 * @param x 箱の存在するマスのX座標
19 * @param o_idx 箱のオブジェクトID
23 * Disperse treasures from the given chest, centered at (x,y).
25 * Small chests often contain "gold", while Large chests always contain
26 * items. Wooden chests contain 2 items, Iron chests contain 4 items,
27 * and Steel chests contain 6 items. The "value" of the items in a
28 * chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based
29 * on the level on which the chest is generated.
32 void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
37 BIT_FLAGS mode = AM_GOOD;
42 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
45 /* Small chests often hold "gold" */
46 small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
48 /* Determine how much to drop (see above) */
49 number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
51 if (o_ptr->sval == SV_CHEST_KANDUME)
56 current_floor_ptr->object_level = o_ptr->xtra3;
60 /* Determine the "value" of the items */
61 current_floor_ptr->object_level = ABS(o_ptr->pval) + 10;
64 /* Zero pval means empty chest */
65 if (!o_ptr->pval) number = 0;
70 /* Drop some objects (non-chests) */
71 for (; number > 0; --number)
76 /* Small chests often drop gold */
77 if (small && (randint0(100) < 25))
80 if (!make_gold(q_ptr)) continue;
83 /* Otherwise drop an item */
86 /* Make a good object */
87 if (!make_object(q_ptr, mode)) continue;
90 /* If chest scatters its contents, pick any floor square. */
94 for (i = 0; i < 200; i++)
96 /* Pick a totally random spot. */
97 y = randint0(MAX_HGT);
98 x = randint0(MAX_WID);
100 /* Must be an empty floor. */
101 if (!cave_empty_bold(y, x)) continue;
103 /* Place the object there. */
104 (void)drop_near(q_ptr, -1, y, x);
110 /* Normally, drop object near the chest. */
111 else (void)drop_near(q_ptr, -1, y, x);
114 /* Reset the object level */
115 current_floor_ptr->object_level = current_floor_ptr->base_level;
117 /* No longer opening a chest */
118 opening_chest = FALSE;
130 * Chests have traps too.
131 * @param y 箱の存在するマスのY座標
132 * @param x 箱の存在するマスのX座標
133 * @param o_idx 箱のオブジェクトID
137 * Exploding chest destroys contents (and traps).
138 * Note that the chest itself is never destroyed.
141 void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)
145 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
147 int mon_level = o_ptr->xtra3;
149 /* Ignore disarmed chests */
150 if (o_ptr->pval <= 0) return;
152 /* Obtain the traps */
153 trap = chest_traps[o_ptr->pval];
156 if (trap & (CHEST_LOSE_STR))
158 msg_print(_("仕掛けられていた小さな針に刺されてしまった!", "A small needle has pricked you!"));
159 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
160 (void)do_dec_stat(A_STR);
163 /* Lose constitution */
164 if (trap & (CHEST_LOSE_CON))
166 msg_print(_("仕掛けられていた小さな針に刺されてしまった!", "A small needle has pricked you!"));
167 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
168 (void)do_dec_stat(A_CON);
172 if (trap & (CHEST_POISON))
174 msg_print(_("突如吹き出した緑色のガスに包み込まれた!", "A puff of green gas surrounds you!"));
175 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
177 (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
182 if (trap & (CHEST_PARALYZE))
184 msg_print(_("突如吹き出した黄色いガスに包み込まれた!", "A puff of yellow gas surrounds you!"));
185 if (!p_ptr->free_act)
187 (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
191 /* Summon monsters */
192 if (trap & (CHEST_SUMMON))
194 int num = 2 + randint1(3);
195 msg_print(_("突如吹き出した煙に包み込まれた!", "You are enveloped in a cloud of smoke!"));
196 for (i = 0; i < num; i++)
198 if (randint1(100)<current_floor_ptr->dun_level)
199 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
201 (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
205 /* Elemental summon. */
206 if (trap & (CHEST_E_SUMMON))
208 msg_print(_("宝を守るためにエレメンタルが現れた!", "Elemental beings appear to protect their treasures!"));
209 for (i = 0; i < randint1(3) + 5; i++)
211 (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
215 /* Force clouds, then summon birds. */
216 if (trap & (CHEST_BIRD_STORM))
218 msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
220 for (i = 0; i < randint1(3) + 3; i++)
221 (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
223 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
225 (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
229 /* Various colorful summonings. */
230 if (trap & (CHEST_H_SUMMON))
235 msg_print(_("炎と硫黄の雲の中に悪魔が姿を現した!", "Demons materialize in clouds of fire and brimstone!"));
236 for (i = 0; i < randint1(3) + 2; i++)
238 (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
239 (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
243 /* Summon dragons. */
246 msg_print(_("暗闇にドラゴンの影がぼんやりと現れた!", "Draconic forms loom out of the darkness!"));
247 for (i = 0; i < randint1(3) + 2; i++)
249 (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
253 /* Summon hybrids. */
256 msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
257 for (i = 0; i < randint1(5) + 3; i++)
259 (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
263 /* Summon vortices (scattered) */
266 msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
267 for (i = 0; i < randint1(3) + 2; i++)
269 (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
275 if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
277 /* Determine how many nasty tricks can be played. */
278 int nasty_tricks_count = 4 + randint0(3);
280 msg_print(_("恐ろしい声が響いた: 「暗闇が汝をつつまん!」", "Hideous voices bid: 'Let the darkness have thee!'"));
281 /* This is gonna hurt... */
282 for (; nasty_tricks_count > 0; nasty_tricks_count--)
284 /* ...but a high saving throw does help a little. */
285 if (randint1(100 + o_ptr->pval * 2) > p_ptr->skill_sav)
287 if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1);
288 else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
291 if (!p_ptr->free_act)
292 (void)set_paralyzed(p_ptr->paralyzed + 2 +
295 (void)set_stun(p_ptr->stun + 10 +
298 else if (one_in_(3)) apply_disenchant(0);
301 (void)do_dec_stat(A_STR);
302 (void)do_dec_stat(A_DEX);
303 (void)do_dec_stat(A_CON);
304 (void)do_dec_stat(A_INT);
305 (void)do_dec_stat(A_WIS);
306 (void)do_dec_stat(A_CHR);
308 else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
313 /* Aggravate monsters. */
314 if (trap & (CHEST_ALARM))
316 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
317 aggravate_monsters(0);
321 if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
323 msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
324 msg_print(_("箱の中の物はすべて粉々に砕け散った!", "Everything inside the chest is destroyed!"));
326 sound(SOUND_EXPLODE);
327 take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
329 /* Scatter contents. */
330 if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
332 msg_print(_("宝箱の中身はダンジョンじゅうに散乱した!", "The contents of the chest scatter all over the dungeon!"));
333 chest_death(TRUE, y, x, o_idx);