3 #include "spells-summon.h"
4 #include "player-status.h"
7 * @brief 箱からアイテムを引き出す /
8 * Allocates objects upon opening a chest -BEN-
9 * @param scatter TRUEならばトラップによるアイテムの拡散処理
10 * @param y 箱の存在するマスのY座標
11 * @param x 箱の存在するマスのX座標
12 * @param o_idx 箱のオブジェクトID
16 * Disperse treasures from the given chest, centered at (x,y).
18 * Small chests often contain "gold", while Large chests always contain
19 * items. Wooden chests contain 2 items, Iron chests contain 4 items,
20 * and Steel chests contain 6 items. The "value" of the items in a
21 * chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based
22 * on the level on which the chest is generated.
25 void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
30 BIT_FLAGS mode = AM_GOOD;
35 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
38 /* Small chests often hold "gold" */
39 small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
41 /* Determine how much to drop (see above) */
42 number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
44 if (o_ptr->sval == SV_CHEST_KANDUME)
49 current_floor_ptr->object_level = o_ptr->xtra3;
53 /* Determine the "value" of the items */
54 current_floor_ptr->object_level = ABS(o_ptr->pval) + 10;
57 /* Zero pval means empty chest */
58 if (!o_ptr->pval) number = 0;
63 /* Drop some objects (non-chests) */
64 for (; number > 0; --number)
69 /* Small chests often drop gold */
70 if (small && (randint0(100) < 25))
73 if (!make_gold(q_ptr)) continue;
76 /* Otherwise drop an item */
79 /* Make a good object */
80 if (!make_object(q_ptr, mode)) continue;
83 /* If chest scatters its contents, pick any floor square. */
87 for (i = 0; i < 200; i++)
89 /* Pick a totally random spot. */
90 y = randint0(MAX_HGT);
91 x = randint0(MAX_WID);
93 /* Must be an empty floor. */
94 if (!cave_empty_bold(y, x)) continue;
96 /* Place the object there. */
97 (void)drop_near(q_ptr, -1, y, x);
103 /* Normally, drop object near the chest. */
104 else (void)drop_near(q_ptr, -1, y, x);
107 /* Reset the object level */
108 current_floor_ptr->object_level = current_floor_ptr->base_level;
110 /* No longer opening a chest */
111 opening_chest = FALSE;
123 * Chests have traps too.
124 * @param y 箱の存在するマスのY座標
125 * @param x 箱の存在するマスのX座標
126 * @param o_idx 箱のオブジェクトID
130 * Exploding chest destroys contents (and traps).
131 * Note that the chest itself is never destroyed.
134 void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)
138 object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
140 int mon_level = o_ptr->xtra3;
142 /* Ignore disarmed chests */
143 if (o_ptr->pval <= 0) return;
145 /* Obtain the traps */
146 trap = chest_traps[o_ptr->pval];
149 if (trap & (CHEST_LOSE_STR))
151 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!"));
152 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
153 (void)do_dec_stat(A_STR);
156 /* Lose constitution */
157 if (trap & (CHEST_LOSE_CON))
159 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!"));
160 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
161 (void)do_dec_stat(A_CON);
165 if (trap & (CHEST_POISON))
167 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!"));
168 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
170 (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
175 if (trap & (CHEST_PARALYZE))
177 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!"));
178 if (!p_ptr->free_act)
180 (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
184 /* Summon monsters */
185 if (trap & (CHEST_SUMMON))
187 int num = 2 + randint1(3);
188 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!"));
189 for (i = 0; i < num; i++)
191 if (randint1(100)<current_floor_ptr->dun_level)
192 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
194 (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
198 /* Elemental summon. */
199 if (trap & (CHEST_E_SUMMON))
201 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!"));
202 for (i = 0; i < randint1(3) + 5; i++)
204 (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
208 /* Force clouds, then summon birds. */
209 if (trap & (CHEST_BIRD_STORM))
211 msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
213 for (i = 0; i < randint1(3) + 3; i++)
214 (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
216 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
218 (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
222 /* Various colorful summonings. */
223 if (trap & (CHEST_H_SUMMON))
228 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!"));
229 for (i = 0; i < randint1(3) + 2; i++)
231 (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
232 (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
236 /* Summon dragons. */
239 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!"));
240 for (i = 0; i < randint1(3) + 2; i++)
242 (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
246 /* Summon hybrids. */
249 msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
250 for (i = 0; i < randint1(5) + 3; i++)
252 (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
256 /* Summon vortices (scattered) */
259 msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
260 for (i = 0; i < randint1(3) + 2; i++)
262 (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
268 if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
270 /* Determine how many nasty tricks can be played. */
271 int nasty_tricks_count = 4 + randint0(3);
273 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!'"));
274 /* This is gonna hurt... */
275 for (; nasty_tricks_count > 0; nasty_tricks_count--)
277 /* ...but a high saving throw does help a little. */
278 if (randint1(100 + o_ptr->pval * 2) > p_ptr->skill_sav)
280 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);
281 else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
284 if (!p_ptr->free_act)
285 (void)set_paralyzed(p_ptr->paralyzed + 2 +
288 (void)set_stun(p_ptr->stun + 10 +
291 else if (one_in_(3)) apply_disenchant(0);
294 (void)do_dec_stat(A_STR);
295 (void)do_dec_stat(A_DEX);
296 (void)do_dec_stat(A_CON);
297 (void)do_dec_stat(A_INT);
298 (void)do_dec_stat(A_WIS);
299 (void)do_dec_stat(A_CHR);
301 else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
306 /* Aggravate monsters. */
307 if (trap & (CHEST_ALARM))
309 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
310 aggravate_monsters(0);
314 if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
316 msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
317 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!"));
319 sound(SOUND_EXPLODE);
320 take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
322 /* Scatter contents. */
323 if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
325 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!"));
326 chest_death(TRUE, y, x, o_idx);