X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fchest.c;h=6499774e3f5f722b627790efb80b0283ce2d185b;hb=refs%2Fheads%2Fmaster;hp=36f41c9552cdbb6da7d51b43da6772e4cb7d3936;hpb=fe7ebd92248d35d52920fb7d1dc8566396fe88a8;p=hengband%2Fhengband.git diff --git a/src/chest.c b/src/chest.c deleted file mode 100644 index 36f41c955..000000000 --- a/src/chest.c +++ /dev/null @@ -1,335 +0,0 @@ - -#include "angband.h" -#include "util.h" - -#include "spells.h" -#include "spells-summon.h" -#include "floor.h" -#include "trap.h" -#include "player-status.h" -#include "player-damage.h" -#include "player-class.h" -#include "player-effects.h" -#include "grid.h" -#include "realm-song.h" - -/*! -* @brief 箱からアイテムを引き出す / -* Allocates objects upon opening a chest -BEN- -* @param scatter TRUEならばトラップによるアイテムの拡散処理 -* @param y 箱の存在するマスのY座標 -* @param x 箱の存在するマスのX座標 -* @param o_idx 箱のオブジェクトID -* @return なし -* @details -*
-* Disperse treasures from the given chest, centered at (x,y).
-*
-* 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
-* on the level on which the chest is generated.
-* 
-*/ -void chest_death(player_type *owner_ptr, bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx) -{ - int number; - - bool small; - BIT_FLAGS mode = AM_GOOD | AM_FORBID_CHEST; - - object_type forge; - object_type *q_ptr; - - 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); - - /* Determine how much to drop (see above) */ - number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2; - - if (o_ptr->sval == SV_CHEST_KANDUME) - { - number = 5; - small = FALSE; - mode |= AM_GREAT; - floor_ptr->object_level = o_ptr->xtra3; - } - else - { - /* Determine the "value" of the items */ - floor_ptr->object_level = ABS(o_ptr->pval) + 10; - } - - /* Zero pval means empty chest */ - if (!o_ptr->pval) number = 0; - - - /* Drop some objects (non-chests) */ - for (; number > 0; --number) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Small chests often drop gold */ - if (small && (randint0(100) < 25)) - { - /* Make some gold */ - if (!make_gold(floor_ptr, q_ptr)) continue; - } - - /* Otherwise drop an item */ - else - { - /* Make a good object */ - if (!make_object(owner_ptr, q_ptr, mode)) continue; - } - - /* If chest scatters its contents, pick any floor square. */ - if (scatter) - { - int i; - for (i = 0; i < 200; i++) - { - /* Pick a totally random spot. */ - y = randint0(MAX_HGT); - x = randint0(MAX_WID); - - /* Must be an empty floor. */ - if (!cave_empty_bold(floor_ptr, y, x)) continue; - - /* Place the object there. */ - (void)drop_near(owner_ptr, q_ptr, -1, y, x); - - /* Done. */ - break; - } - } - /* Normally, drop object near the chest. */ - else (void)drop_near(owner_ptr, q_ptr, -1, y, x); - } - - /* Reset the object level */ - floor_ptr->object_level = floor_ptr->base_level; - - /* Empty */ - o_ptr->pval = 0; - - /* Known */ - object_known(o_ptr); -} - - -/*! -* @brief 箱のトラップ処理 / -* Chests have traps too. -* @param y 箱の存在するマスのY座標 -* @param x 箱の存在するマスのX座標 -* @param o_idx 箱のオブジェクトID -* @return なし -* @details -*
-* Exploding chest destroys contents (and traps).
-* Note that the chest itself is never destroyed.
-* 
-*/ -void chest_trap(player_type *target_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx) -{ - int i, trap; - - object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[o_idx]; - - int mon_level = o_ptr->xtra3; - - /* Ignore disarmed chests */ - if (o_ptr->pval <= 0) return; - - /* Obtain the traps */ - trap = chest_traps[o_ptr->pval]; - - /* Lose strength */ - 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(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(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 (!(target_ptr->resist_pois || is_oppose_pois(target_ptr))) - { - (void)set_poisoned(target_ptr, target_ptr->poisoned + 10 + randint1(20)); - } - } - - /* Paralyze */ - 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 (!target_ptr->free_act) - { - (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 10 + randint1(20)); - } - } - - /* Summon monsters */ - if (trap & (CHEST_SUMMON)) - { - int num = 2 + randint1(3); - 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(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)); - } - } - - /* Elemental summon. */ - if (trap & (CHEST_E_SUMMON)) - { - 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)); - } - } - - /* Force clouds, then summon birds. */ - if (trap & (CHEST_BIRD_STORM)) - { - 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(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)); - } - } - - /* Various colorful summonings. */ - if (trap & (CHEST_H_SUMMON)) - { - /* Summon demons. */ - if (one_in_(4)) - { - 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(target_ptr, -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)); - } - } - - /* Summon dragons. */ - else if (one_in_(3)) - { - 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)); - } - } - - /* Summon hybrids. */ - else if (one_in_(2)) - { - 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)); - } - } - - /* Summon vortices (scattered) */ - else - { - 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)); - } - } - } - - /* Dispel player. */ - if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx) - { - /* Determine how many nasty tricks can be played. */ - int nasty_tricks_count = 4 + randint0(3); - - 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--) - { - /* ...but a high saving throw does help a little. */ - if (randint1(100 + o_ptr->pval * 2) > target_ptr->skill_sav) - { - 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 (!target_ptr->free_act) - (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 2 + - randint0(6)); - else - (void)set_stun(target_ptr, target_ptr->stun + 10 + - randint0(100)); - } - else if (one_in_(3)) apply_disenchant(target_ptr, 0); - else if (one_in_(2)) - { - (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(target_ptr, -1, GF_NETHER, y, x, 150, 1); - } - } - } - - /* Aggravate monsters. */ - if (trap & (CHEST_ALARM)) - { - msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!")); - aggravate_monsters(target_ptr, 0); - } - - /* Explode */ - if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx) - { - msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!")); - 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(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(target_ptr, TRUE, y, x, o_idx); - o_ptr->pval = 0; - } -} -