#include "angband.h"
+#include "spells-summon.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 turn based
+* chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based
* on the level on which the chest is generated.
* </pre>
*/
object_type forge;
object_type *q_ptr;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Small chests often hold "gold" */
number = 5;
small = FALSE;
mode |= AM_GREAT;
- object_level = o_ptr->xtra3;
+ current_floor_ptr->object_level = o_ptr->xtra3;
}
else
{
/* Determine the "value" of the items */
- object_level = ABS(o_ptr->pval) + 10;
+ current_floor_ptr->object_level = ABS(o_ptr->pval) + 10;
}
/* Zero pval means empty chest */
/* Drop some objects (non-chests) */
for (; number > 0; --number)
{
- /* Get local object */
q_ptr = &forge;
-
- /* Wipe the object */
object_wipe(q_ptr);
/* Small chests often drop gold */
}
/* Reset the object level */
- object_level = base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
/* No longer opening a chest */
opening_chest = FALSE;
{
int i, trap;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
int mon_level = o_ptr->xtra3;
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)<dun_level)
+ if (randint1(100)<current_floor_ptr->dun_level)
activate_hi_summon(p_ptr->y, p_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(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
}
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(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
}
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(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
}
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)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
}
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(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
}
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(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
}
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(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
}
}
/* Determine how many nasty tricks can be played. */
int nasty_tricks_count = 4 + randint0(3);
- /* Message. */
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!'"));
/* This is gonna hurt... */
for (; nasty_tricks_count > 0; nasty_tricks_count--)