6 #include "spells-summon.h"
9 #include "player-status.h"
10 #include "player-effects.h"
12 #include "realm-song.h"
15 * @brief 箱からアイテムを引き出す /
16 * Allocates objects upon opening a chest -BEN-
17 * @param scatter TRUEならばトラップによるアイテムの拡散処理
18 * @param y 箱の存在するマスのY座標
19 * @param x 箱の存在するマスのX座標
20 * @param o_idx 箱のオブジェクトID
24 * Disperse treasures from the given chest, centered at (x,y).
26 * Small chests often contain "gold", while Large chests always contain
27 * items. Wooden chests contain 2 items, Iron chests contain 4 items,
28 * and Steel chests contain 6 items. The "value" of the items in a
29 * chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based
30 * on the level on which the chest is generated.
33 void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
38 BIT_FLAGS mode = AM_GOOD | AM_FORBID_CHEST;
43 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
46 /* Small chests often hold "gold" */
47 small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
49 /* Determine how much to drop (see above) */
50 number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
52 if (o_ptr->sval == SV_CHEST_KANDUME)
57 current_floor_ptr->object_level = o_ptr->xtra3;
61 /* Determine the "value" of the items */
62 current_floor_ptr->object_level = ABS(o_ptr->pval) + 10;
65 /* Zero pval means empty chest */
66 if (!o_ptr->pval) number = 0;
69 /* Drop some objects (non-chests) */
70 for (; number > 0; --number)
75 /* Small chests often drop gold */
76 if (small && (randint0(100) < 25))
79 if (!make_gold(q_ptr)) continue;
82 /* Otherwise drop an item */
85 /* Make a good object */
86 if (!make_object(q_ptr, mode)) continue;
89 /* If chest scatters its contents, pick any floor square. */
93 for (i = 0; i < 200; i++)
95 /* Pick a totally random spot. */
96 y = randint0(MAX_HGT);
97 x = randint0(MAX_WID);
99 /* Must be an empty floor. */
100 if (!cave_empty_bold(y, x)) continue;
102 /* Place the object there. */
103 (void)drop_near(q_ptr, -1, y, x);
109 /* Normally, drop object near the chest. */
110 else (void)drop_near(q_ptr, -1, y, x);
113 /* Reset the object level */
114 current_floor_ptr->object_level = current_floor_ptr->base_level;
126 * Chests have traps too.
127 * @param y 箱の存在するマスのY座標
128 * @param x 箱の存在するマスのX座標
129 * @param o_idx 箱のオブジェクトID
133 * Exploding chest destroys contents (and traps).
134 * Note that the chest itself is never destroyed.
137 void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)
141 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
143 int mon_level = o_ptr->xtra3;
145 /* Ignore disarmed chests */
146 if (o_ptr->pval <= 0) return;
148 /* Obtain the traps */
149 trap = chest_traps[o_ptr->pval];
152 if (trap & (CHEST_LOSE_STR))
154 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!"));
155 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
156 (void)do_dec_stat(A_STR);
159 /* Lose constitution */
160 if (trap & (CHEST_LOSE_CON))
162 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!"));
163 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
164 (void)do_dec_stat(A_CON);
168 if (trap & (CHEST_POISON))
170 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!"));
171 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
173 (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
178 if (trap & (CHEST_PARALYZE))
180 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!"));
181 if (!p_ptr->free_act)
183 (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
187 /* Summon monsters */
188 if (trap & (CHEST_SUMMON))
190 int num = 2 + randint1(3);
191 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!"));
192 for (i = 0; i < num; i++)
194 if (randint1(100)<current_floor_ptr->dun_level)
195 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
197 (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
201 /* Elemental summon. */
202 if (trap & (CHEST_E_SUMMON))
204 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!"));
205 for (i = 0; i < randint1(3) + 5; i++)
207 (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
211 /* Force clouds, then summon birds. */
212 if (trap & (CHEST_BIRD_STORM))
214 msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
216 for (i = 0; i < randint1(3) + 3; i++)
217 (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
219 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
221 (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
225 /* Various colorful summonings. */
226 if (trap & (CHEST_H_SUMMON))
231 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!"));
232 for (i = 0; i < randint1(3) + 2; i++)
234 (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
235 (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
239 /* Summon dragons. */
242 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!"));
243 for (i = 0; i < randint1(3) + 2; i++)
245 (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
249 /* Summon hybrids. */
252 msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
253 for (i = 0; i < randint1(5) + 3; i++)
255 (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
259 /* Summon vortices (scattered) */
262 msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
263 for (i = 0; i < randint1(3) + 2; i++)
265 (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
271 if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
273 /* Determine how many nasty tricks can be played. */
274 int nasty_tricks_count = 4 + randint0(3);
276 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!'"));
277 /* This is gonna hurt... */
278 for (; nasty_tricks_count > 0; nasty_tricks_count--)
280 /* ...but a high saving throw does help a little. */
281 if (randint1(100 + o_ptr->pval * 2) > p_ptr->skill_sav)
283 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);
284 else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
287 if (!p_ptr->free_act)
288 (void)set_paralyzed(p_ptr->paralyzed + 2 +
291 (void)set_stun(p_ptr->stun + 10 +
294 else if (one_in_(3)) apply_disenchant(0);
297 (void)do_dec_stat(A_STR);
298 (void)do_dec_stat(A_DEX);
299 (void)do_dec_stat(A_CON);
300 (void)do_dec_stat(A_INT);
301 (void)do_dec_stat(A_WIS);
302 (void)do_dec_stat(A_CHR);
304 else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
309 /* Aggravate monsters. */
310 if (trap & (CHEST_ALARM))
312 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
313 aggravate_monsters(0);
317 if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
319 msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
320 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!"));
322 sound(SOUND_EXPLODE);
323 take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
325 /* Scatter contents. */
326 if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
328 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!"));
329 chest_death(TRUE, y, x, o_idx);