3 #include "spells-summon.h"
6 #include "player-status.h"
9 * @brief 箱からアイテムを引き出す /
10 * Allocates objects upon opening a chest -BEN-
11 * @param scatter TRUEならばトラップによるアイテムの拡散処理
12 * @param y 箱の存在するマスのY座標
13 * @param x 箱の存在するマスのX座標
14 * @param o_idx 箱のオブジェクトID
18 * Disperse treasures from the given chest, centered at (x,y).
20 * Small chests often contain "gold", while Large chests always contain
21 * items. Wooden chests contain 2 items, Iron chests contain 4 items,
22 * and Steel chests contain 6 items. The "value" of the items in a
23 * chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based
24 * on the level on which the chest is generated.
27 void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
32 BIT_FLAGS mode = AM_GOOD;
37 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
40 /* Small chests often hold "gold" */
41 small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
43 /* Determine how much to drop (see above) */
44 number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
46 if (o_ptr->sval == SV_CHEST_KANDUME)
51 current_floor_ptr->object_level = o_ptr->xtra3;
55 /* Determine the "value" of the items */
56 current_floor_ptr->object_level = ABS(o_ptr->pval) + 10;
59 /* Zero pval means empty chest */
60 if (!o_ptr->pval) number = 0;
65 /* Drop some objects (non-chests) */
66 for (; number > 0; --number)
71 /* Small chests often drop gold */
72 if (small && (randint0(100) < 25))
75 if (!make_gold(q_ptr)) continue;
78 /* Otherwise drop an item */
81 /* Make a good object */
82 if (!make_object(q_ptr, mode)) continue;
85 /* If chest scatters its contents, pick any floor square. */
89 for (i = 0; i < 200; i++)
91 /* Pick a totally random spot. */
92 y = randint0(MAX_HGT);
93 x = randint0(MAX_WID);
95 /* Must be an empty floor. */
96 if (!cave_empty_bold(y, x)) continue;
98 /* Place the object there. */
99 (void)drop_near(q_ptr, -1, y, x);
105 /* Normally, drop object near the chest. */
106 else (void)drop_near(q_ptr, -1, y, x);
109 /* Reset the object level */
110 current_floor_ptr->object_level = current_floor_ptr->base_level;
112 /* No longer opening a chest */
113 opening_chest = FALSE;
125 * Chests have traps too.
126 * @param y 箱の存在するマスのY座標
127 * @param x 箱の存在するマスのX座標
128 * @param o_idx 箱のオブジェクトID
132 * Exploding chest destroys contents (and traps).
133 * Note that the chest itself is never destroyed.
136 void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)
140 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
142 int mon_level = o_ptr->xtra3;
144 /* Ignore disarmed chests */
145 if (o_ptr->pval <= 0) return;
147 /* Obtain the traps */
148 trap = chest_traps[o_ptr->pval];
151 if (trap & (CHEST_LOSE_STR))
153 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!"));
154 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
155 (void)do_dec_stat(A_STR);
158 /* Lose constitution */
159 if (trap & (CHEST_LOSE_CON))
161 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!"));
162 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
163 (void)do_dec_stat(A_CON);
167 if (trap & (CHEST_POISON))
169 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!"));
170 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
172 (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
177 if (trap & (CHEST_PARALYZE))
179 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!"));
180 if (!p_ptr->free_act)
182 (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
186 /* Summon monsters */
187 if (trap & (CHEST_SUMMON))
189 int num = 2 + randint1(3);
190 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!"));
191 for (i = 0; i < num; i++)
193 if (randint1(100)<current_floor_ptr->dun_level)
194 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
196 (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
200 /* Elemental summon. */
201 if (trap & (CHEST_E_SUMMON))
203 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!"));
204 for (i = 0; i < randint1(3) + 5; i++)
206 (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
210 /* Force clouds, then summon birds. */
211 if (trap & (CHEST_BIRD_STORM))
213 msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
215 for (i = 0; i < randint1(3) + 3; i++)
216 (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
218 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
220 (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
224 /* Various colorful summonings. */
225 if (trap & (CHEST_H_SUMMON))
230 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!"));
231 for (i = 0; i < randint1(3) + 2; i++)
233 (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
234 (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
238 /* Summon dragons. */
241 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!"));
242 for (i = 0; i < randint1(3) + 2; i++)
244 (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
248 /* Summon hybrids. */
251 msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
252 for (i = 0; i < randint1(5) + 3; i++)
254 (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
258 /* Summon vortices (scattered) */
261 msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
262 for (i = 0; i < randint1(3) + 2; i++)
264 (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
270 if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
272 /* Determine how many nasty tricks can be played. */
273 int nasty_tricks_count = 4 + randint0(3);
275 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!'"));
276 /* This is gonna hurt... */
277 for (; nasty_tricks_count > 0; nasty_tricks_count--)
279 /* ...but a high saving throw does help a little. */
280 if (randint1(100 + o_ptr->pval * 2) > p_ptr->skill_sav)
282 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);
283 else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
286 if (!p_ptr->free_act)
287 (void)set_paralyzed(p_ptr->paralyzed + 2 +
290 (void)set_stun(p_ptr->stun + 10 +
293 else if (one_in_(3)) apply_disenchant(0);
296 (void)do_dec_stat(A_STR);
297 (void)do_dec_stat(A_DEX);
298 (void)do_dec_stat(A_CON);
299 (void)do_dec_stat(A_INT);
300 (void)do_dec_stat(A_WIS);
301 (void)do_dec_stat(A_CHR);
303 else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
308 /* Aggravate monsters. */
309 if (trap & (CHEST_ALARM))
311 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
312 aggravate_monsters(0);
316 if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
318 msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
319 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!"));
321 sound(SOUND_EXPLODE);
322 take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
324 /* Scatter contents. */
325 if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
327 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!"));
328 chest_death(TRUE, y, x, o_idx);