-
-#include "angband.h"
+#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
-#include "spells.h"
+#include "spell/spells-type.h"
#include "spells-summon.h"
#include "floor.h"
#include "trap.h"
#include "player-class.h"
#include "player-effects.h"
#include "grid.h"
-#include "realm-song.h"
+#include "spell/spells2.h"
/*!
* @brief 箱からアイテムを引き出す /
* Small chests often contain "gold", while Large chests always contain
* items. Wooden chests contain 2 items, Iron chests contain 4 items,
* and Steel chests contain 6 items. The "value" of the items in a
-* chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based
+* chest is based on the "power" of the chest, which is in turn based
* on the level on which the chest is generated.
* </pre>
*/
-void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
+void chest_death(player_type *owner_ptr, bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
{
int number;
object_type forge;
object_type *q_ptr;
- object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
-
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+ object_type *o_ptr = &floor_ptr->o_list[o_idx];
/* Small chests often hold "gold" */
small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
number = 5;
small = FALSE;
mode |= AM_GREAT;
- current_floor_ptr->object_level = o_ptr->xtra3;
+ floor_ptr->object_level = o_ptr->xtra3;
}
else
{
/* Determine the "value" of the items */
- current_floor_ptr->object_level = ABS(o_ptr->pval) + 10;
+ floor_ptr->object_level = ABS(o_ptr->pval) + 10;
}
/* Zero pval means empty chest */
if (small && (randint0(100) < 25))
{
/* Make some gold */
- if (!make_gold(q_ptr)) continue;
+ if (!make_gold(floor_ptr, q_ptr)) continue;
}
/* Otherwise drop an item */
else
{
/* Make a good object */
- if (!make_object(q_ptr, mode)) continue;
+ if (!make_object(owner_ptr, q_ptr, mode)) continue;
}
/* If chest scatters its contents, pick any floor square. */
x = randint0(MAX_WID);
/* Must be an empty floor. */
- if (!cave_empty_bold(y, x)) continue;
+ if (!is_cave_empty_bold(owner_ptr, y, x)) continue;
/* Place the object there. */
- (void)drop_near(q_ptr, -1, y, x);
+ (void)drop_near(owner_ptr, q_ptr, -1, y, x);
/* Done. */
break;
}
}
/* Normally, drop object near the chest. */
- else (void)drop_near(q_ptr, -1, y, x);
+ else (void)drop_near(owner_ptr, q_ptr, -1, y, x);
}
/* Reset the object level */
- current_floor_ptr->object_level = current_floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
/* Empty */
o_ptr->pval = 0;
* Note that the chest itself is never destroyed.
* </pre>
*/
-void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)
+void chest_trap(player_type *target_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
{
int i, trap;
- object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
+ object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[o_idx];
int mon_level = o_ptr->xtra3;
if (trap & (CHEST_LOSE_STR))
{
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!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
- (void)do_dec_stat(p_ptr, A_STR);
+ take_hit(target_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
+ (void)do_dec_stat(target_ptr, A_STR);
}
/* Lose constitution */
if (trap & (CHEST_LOSE_CON))
{
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!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
- (void)do_dec_stat(p_ptr, A_CON);
+ take_hit(target_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
+ (void)do_dec_stat(target_ptr, A_CON);
}
/* Poison */
if (trap & (CHEST_POISON))
{
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!"));
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
+ if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)))
{
- (void)set_poisoned(p_ptr, p_ptr->poisoned + 10 + randint1(20));
+ (void)set_poisoned(target_ptr, target_ptr->poisoned + 10 + randint1(20));
}
}
if (trap & (CHEST_PARALYZE))
{
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!"));
- if (!p_ptr->free_act)
+ if (!target_ptr->free_act)
{
- (void)set_paralyzed(p_ptr, p_ptr->paralyzed + 10 + randint1(20));
+ (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 10 + randint1(20));
}
}
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!"));
for (i = 0; i < num; i++)
{
- if (randint1(100)<current_floor_ptr->dun_level)
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+ if (randint1(100)<target_ptr->current_floor_ptr->dun_level)
+ activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
else
- (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(target_ptr, 0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
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!"));
for (i = 0; i < randint1(3) + 5; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
for (i = 0; i < randint1(3) + 3; i++)
- (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
+ (void)fire_meteor(target_ptr, -1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
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!"));
for (i = 0; i < randint1(3) + 2; i++)
{
- (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
- (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)fire_meteor(target_ptr, -1, GF_FIRE, y, x, 10, 5);
+ (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
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!"));
for (i = 0; i < randint1(3) + 2; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
for (i = 0; i < randint1(5) + 3; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
for (i = 0; i < randint1(3) + 2; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
}
for (; nasty_tricks_count > 0; nasty_tricks_count--)
{
/* ...but a high saving throw does help a little. */
- if (randint1(100 + o_ptr->pval * 2) > p_ptr->skill_sav)
+ if (randint1(100 + o_ptr->pval * 2) > target_ptr->skill_sav)
{
- if (one_in_(6)) take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1);
- else if (one_in_(5)) (void)set_cut(p_ptr,p_ptr->cut + 200);
+ 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);
+ else if (one_in_(5)) (void)set_cut(target_ptr,target_ptr->cut + 200);
else if (one_in_(4))
{
- if (!p_ptr->free_act)
- (void)set_paralyzed(p_ptr, p_ptr->paralyzed + 2 +
+ if (!target_ptr->free_act)
+ (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 2 +
randint0(6));
else
- (void)set_stun(p_ptr, p_ptr->stun + 10 +
+ (void)set_stun(target_ptr, target_ptr->stun + 10 +
randint0(100));
}
- else if (one_in_(3)) apply_disenchant(0);
+ else if (one_in_(3)) apply_disenchant(target_ptr, 0);
else if (one_in_(2))
{
- (void)do_dec_stat(p_ptr, A_STR);
- (void)do_dec_stat(p_ptr, A_DEX);
- (void)do_dec_stat(p_ptr, A_CON);
- (void)do_dec_stat(p_ptr, A_INT);
- (void)do_dec_stat(p_ptr, A_WIS);
- (void)do_dec_stat(p_ptr, A_CHR);
+ (void)do_dec_stat(target_ptr, A_STR);
+ (void)do_dec_stat(target_ptr, A_DEX);
+ (void)do_dec_stat(target_ptr, A_CON);
+ (void)do_dec_stat(target_ptr, A_INT);
+ (void)do_dec_stat(target_ptr, A_WIS);
+ (void)do_dec_stat(target_ptr, A_CHR);
}
- else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
+ else (void)fire_meteor(target_ptr, -1, GF_NETHER, y, x, 150, 1);
}
}
}
if (trap & (CHEST_ALARM))
{
msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
- aggravate_monsters(0);
+ aggravate_monsters(target_ptr, 0);
}
/* Explode */
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!"));
o_ptr->pval = 0;
sound(SOUND_EXPLODE);
- take_hit(p_ptr, DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
+ take_hit(target_ptr, DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
}
/* Scatter contents. */
if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
{
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!"));
- chest_death(TRUE, y, x, o_idx);
+ chest_death(target_ptr, TRUE, y, x, o_idx);
o_ptr->pval = 0;
}
}