1 #include "specific-object/chest.h"
2 #include "floor/cave.h"
3 #include "floor/floor-object.h"
6 #include "main/sound-definitions-table.h"
7 #include "main/sound-of-music.h"
8 #include "monster-floor/monster-summon.h"
9 #include "monster-floor/place-monster-types.h"
10 #include "object-enchant/item-apply-magic.h"
11 #include "object/object-generator.h"
12 #include "perception/object-perception.h"
13 #include "player/player-class.h"
14 #include "player/player-damage.h"
15 #include "spell-kind/spells-equipment.h"
16 #include "spell-kind/spells-launcher.h"
17 #include "spell-kind/spells-sight.h"
18 #include "spell/spells-summon.h"
19 #include "spell/summon-types.h"
20 #include "spell/spell-types.h"
21 #include "status/bad-status-setter.h"
22 #include "status/base-status.h"
23 #include "status/element-resistance.h"
24 #include "sv-definition/sv-other-types.h"
25 #include "system/floor-type-definition.h"
26 #include "system/object-type-definition.h"
27 #include "view/display-messages.h"
29 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
30 #define SV_CHEST_MIN_LARGE 4
33 * @brief 箱からアイテムを引き出す /
34 * Allocates objects upon opening a chest -BEN-
35 * @param scatter TRUEならばトラップによるアイテムの拡散処理
36 * @param y 箱の存在するマスのY座標
37 * @param x 箱の存在するマスのX座標
38 * @param o_idx 箱のオブジェクトID
42 * Disperse treasures from the given chest, centered at (x,y).
44 * Small chests often contain "gold", while Large chests always contain
45 * items. Wooden chests contain 2 items, Iron chests contain 4 items,
46 * and Steel chests contain 6 items. The "value" of the items in a
47 * chest is based on the "power" of the chest, which is in turn based
48 * on the level on which the chest is generated.
51 void chest_death(player_type *owner_ptr, bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
56 BIT_FLAGS mode = AM_GOOD | AM_FORBID_CHEST;
61 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
62 object_type *o_ptr = &floor_ptr->o_list[o_idx];
64 /* Small chests often hold "gold" */
65 small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
67 /* Determine how much to drop (see above) */
68 number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
70 if (o_ptr->sval == SV_CHEST_KANDUME)
75 floor_ptr->object_level = o_ptr->xtra3;
79 /* Determine the "value" of the items */
80 floor_ptr->object_level = ABS(o_ptr->pval) + 10;
83 /* Zero pval means empty chest */
84 if (!o_ptr->pval) number = 0;
87 /* Drop some objects (non-chests) */
88 for (; number > 0; --number)
93 /* Small chests often drop gold */
94 if (small && (randint0(100) < 25))
97 if (!make_gold(owner_ptr, q_ptr)) continue;
100 /* Otherwise drop an item */
103 /* Make a good object */
104 if (!make_object(owner_ptr, q_ptr, mode)) continue;
107 /* If chest scatters its contents, pick any floor square. */
111 for (i = 0; i < 200; i++)
113 /* Pick a totally random spot. */
114 y = randint0(MAX_HGT);
115 x = randint0(MAX_WID);
117 /* Must be an empty floor. */
118 if (!is_cave_empty_bold(owner_ptr, y, x)) continue;
120 /* Place the object there. */
121 (void)drop_near(owner_ptr, q_ptr, -1, y, x);
127 /* Normally, drop object near the chest. */
128 else (void)drop_near(owner_ptr, q_ptr, -1, y, x);
131 /* Reset the object level */
132 floor_ptr->object_level = floor_ptr->base_level;
144 * Chests have traps too.
145 * @param y 箱の存在するマスのY座標
146 * @param x 箱の存在するマスのX座標
147 * @param o_idx 箱のオブジェクトID
151 * Exploding chest destroys contents (and traps).
152 * Note that the chest itself is never destroyed.
155 void chest_trap(player_type *target_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
159 object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[o_idx];
161 int mon_level = o_ptr->xtra3;
163 /* Ignore disarmed chests */
164 if (o_ptr->pval <= 0) return;
166 /* Obtain the traps */
167 trap = chest_traps[o_ptr->pval];
170 if (trap & (CHEST_LOSE_STR))
172 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!"));
173 take_hit(target_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
174 (void)do_dec_stat(target_ptr, A_STR);
177 /* Lose constitution */
178 if (trap & (CHEST_LOSE_CON))
180 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!"));
181 take_hit(target_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
182 (void)do_dec_stat(target_ptr, A_CON);
186 if (trap & (CHEST_POISON))
188 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!"));
189 if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)))
191 (void)set_poisoned(target_ptr, target_ptr->poisoned + 10 + randint1(20));
196 if (trap & (CHEST_PARALYZE))
198 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!"));
199 if (!target_ptr->free_act)
201 (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 10 + randint1(20));
205 /* Summon monsters */
206 if (trap & (CHEST_SUMMON))
208 int num = 2 + randint1(3);
209 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!"));
210 for (i = 0; i < num; i++)
212 if (randint1(100)<target_ptr->current_floor_ptr->dun_level)
213 activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
215 (void)summon_specific(target_ptr, 0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
219 /* Elemental summon. */
220 if (trap & (CHEST_E_SUMMON))
222 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!"));
223 for (i = 0; i < randint1(3) + 5; i++)
225 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
229 /* Force clouds, then summon birds. */
230 if (trap & (CHEST_BIRD_STORM))
232 msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
234 for (i = 0; i < randint1(3) + 3; i++)
235 (void)fire_meteor(target_ptr, -1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
237 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
239 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
243 /* Various colorful summonings. */
244 if (trap & (CHEST_H_SUMMON))
249 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!"));
250 for (i = 0; i < randint1(3) + 2; i++)
252 (void)fire_meteor(target_ptr, -1, GF_FIRE, y, x, 10, 5);
253 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
257 /* Summon dragons. */
260 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!"));
261 for (i = 0; i < randint1(3) + 2; i++)
263 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
267 /* Summon hybrids. */
270 msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
271 for (i = 0; i < randint1(5) + 3; i++)
273 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
277 /* Summon vortices (scattered) */
280 msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
281 for (i = 0; i < randint1(3) + 2; i++)
283 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
289 if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
291 /* Determine how many nasty tricks can be played. */
292 int nasty_tricks_count = 4 + randint0(3);
294 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!'"));
295 /* This is gonna hurt... */
296 for (; nasty_tricks_count > 0; nasty_tricks_count--)
298 /* ...but a high saving throw does help a little. */
299 if (randint1(100 + o_ptr->pval * 2) > target_ptr->skill_sav)
301 if (one_in_(6)) take_hit(target_ptr, DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1);
302 else if (one_in_(5)) (void)set_cut(target_ptr,target_ptr->cut + 200);
305 if (!target_ptr->free_act)
306 (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 2 +
309 (void)set_stun(target_ptr, target_ptr->stun + 10 +
312 else if (one_in_(3)) apply_disenchant(target_ptr, 0);
315 (void)do_dec_stat(target_ptr, A_STR);
316 (void)do_dec_stat(target_ptr, A_DEX);
317 (void)do_dec_stat(target_ptr, A_CON);
318 (void)do_dec_stat(target_ptr, A_INT);
319 (void)do_dec_stat(target_ptr, A_WIS);
320 (void)do_dec_stat(target_ptr, A_CHR);
322 else (void)fire_meteor(target_ptr, -1, GF_NETHER, y, x, 150, 1);
327 /* Aggravate monsters. */
328 if (trap & (CHEST_ALARM))
330 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
331 aggravate_monsters(target_ptr, 0);
335 if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
337 msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
338 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!"));
340 sound(SOUND_EXPLODE);
341 take_hit(target_ptr, DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
343 /* Scatter contents. */
344 if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
346 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!"));
347 chest_death(target_ptr, TRUE, y, x, o_idx);