6 #include "spells-summon.h"
9 #include "player-status.h"
10 #include "player-damage.h"
11 #include "player-class.h"
12 #include "player-effects.h"
16 * @brief 箱からアイテムを引き出す /
17 * Allocates objects upon opening a chest -BEN-
18 * @param scatter TRUEならばトラップによるアイテムの拡散処理
19 * @param y 箱の存在するマスのY座標
20 * @param x 箱の存在するマスのX座標
21 * @param o_idx 箱のオブジェクトID
25 * Disperse treasures from the given chest, centered at (x,y).
27 * Small chests often contain "gold", while Large chests always contain
28 * items. Wooden chests contain 2 items, Iron chests contain 4 items,
29 * and Steel chests contain 6 items. The "value" of the items in a
30 * chest is based on the "power" of the chest, which is in turn based
31 * on the level on which the chest is generated.
34 void chest_death(player_type *owner_ptr, bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)
39 BIT_FLAGS mode = AM_GOOD | AM_FORBID_CHEST;
44 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
45 object_type *o_ptr = &floor_ptr->o_list[o_idx];
47 /* Small chests often hold "gold" */
48 small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
50 /* Determine how much to drop (see above) */
51 number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
53 if (o_ptr->sval == SV_CHEST_KANDUME)
58 floor_ptr->object_level = o_ptr->xtra3;
62 /* Determine the "value" of the items */
63 floor_ptr->object_level = ABS(o_ptr->pval) + 10;
66 /* Zero pval means empty chest */
67 if (!o_ptr->pval) number = 0;
70 /* Drop some objects (non-chests) */
71 for (; number > 0; --number)
76 /* Small chests often drop gold */
77 if (small && (randint0(100) < 25))
80 if (!make_gold(floor_ptr, q_ptr)) continue;
83 /* Otherwise drop an item */
86 /* Make a good object */
87 if (!make_object(owner_ptr, q_ptr, mode)) continue;
90 /* If chest scatters its contents, pick any floor square. */
94 for (i = 0; i < 200; i++)
96 /* Pick a totally random spot. */
97 y = randint0(MAX_HGT);
98 x = randint0(MAX_WID);
100 /* Must be an empty floor. */
101 if (!is_cave_empty_bold(owner_ptr, y, x)) continue;
103 /* Place the object there. */
104 (void)drop_near(owner_ptr, q_ptr, -1, y, x);
110 /* Normally, drop object near the chest. */
111 else (void)drop_near(owner_ptr, q_ptr, -1, y, x);
114 /* Reset the object level */
115 floor_ptr->object_level = floor_ptr->base_level;
127 * Chests have traps too.
128 * @param y 箱の存在するマスのY座標
129 * @param x 箱の存在するマスのX座標
130 * @param o_idx 箱のオブジェクトID
134 * Exploding chest destroys contents (and traps).
135 * Note that the chest itself is never destroyed.
138 void chest_trap(player_type *target_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
142 object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[o_idx];
144 int mon_level = o_ptr->xtra3;
146 /* Ignore disarmed chests */
147 if (o_ptr->pval <= 0) return;
149 /* Obtain the traps */
150 trap = chest_traps[o_ptr->pval];
153 if (trap & (CHEST_LOSE_STR))
155 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!"));
156 take_hit(target_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
157 (void)do_dec_stat(target_ptr, A_STR);
160 /* Lose constitution */
161 if (trap & (CHEST_LOSE_CON))
163 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!"));
164 take_hit(target_ptr, DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
165 (void)do_dec_stat(target_ptr, A_CON);
169 if (trap & (CHEST_POISON))
171 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!"));
172 if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)))
174 (void)set_poisoned(target_ptr, target_ptr->poisoned + 10 + randint1(20));
179 if (trap & (CHEST_PARALYZE))
181 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!"));
182 if (!target_ptr->free_act)
184 (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 10 + randint1(20));
188 /* Summon monsters */
189 if (trap & (CHEST_SUMMON))
191 int num = 2 + randint1(3);
192 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!"));
193 for (i = 0; i < num; i++)
195 if (randint1(100)<target_ptr->current_floor_ptr->dun_level)
196 activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
198 (void)summon_specific(target_ptr, 0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
202 /* Elemental summon. */
203 if (trap & (CHEST_E_SUMMON))
205 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!"));
206 for (i = 0; i < randint1(3) + 5; i++)
208 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
212 /* Force clouds, then summon birds. */
213 if (trap & (CHEST_BIRD_STORM))
215 msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
217 for (i = 0; i < randint1(3) + 3; i++)
218 (void)fire_meteor(target_ptr, -1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
220 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
222 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
226 /* Various colorful summonings. */
227 if (trap & (CHEST_H_SUMMON))
232 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!"));
233 for (i = 0; i < randint1(3) + 2; i++)
235 (void)fire_meteor(target_ptr, -1, GF_FIRE, y, x, 10, 5);
236 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
240 /* Summon dragons. */
243 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!"));
244 for (i = 0; i < randint1(3) + 2; i++)
246 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
250 /* Summon hybrids. */
253 msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
254 for (i = 0; i < randint1(5) + 3; i++)
256 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
260 /* Summon vortices (scattered) */
263 msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
264 for (i = 0; i < randint1(3) + 2; i++)
266 (void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
272 if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
274 /* Determine how many nasty tricks can be played. */
275 int nasty_tricks_count = 4 + randint0(3);
277 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!'"));
278 /* This is gonna hurt... */
279 for (; nasty_tricks_count > 0; nasty_tricks_count--)
281 /* ...but a high saving throw does help a little. */
282 if (randint1(100 + o_ptr->pval * 2) > target_ptr->skill_sav)
284 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);
285 else if (one_in_(5)) (void)set_cut(target_ptr,target_ptr->cut + 200);
288 if (!target_ptr->free_act)
289 (void)set_paralyzed(target_ptr, target_ptr->paralyzed + 2 +
292 (void)set_stun(target_ptr, target_ptr->stun + 10 +
295 else if (one_in_(3)) apply_disenchant(target_ptr, 0);
298 (void)do_dec_stat(target_ptr, A_STR);
299 (void)do_dec_stat(target_ptr, A_DEX);
300 (void)do_dec_stat(target_ptr, A_CON);
301 (void)do_dec_stat(target_ptr, A_INT);
302 (void)do_dec_stat(target_ptr, A_WIS);
303 (void)do_dec_stat(target_ptr, A_CHR);
305 else (void)fire_meteor(target_ptr, -1, GF_NETHER, y, x, 150, 1);
310 /* Aggravate monsters. */
311 if (trap & (CHEST_ALARM))
313 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
314 aggravate_monsters(target_ptr, 0);
318 if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
320 msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
321 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!"));
323 sound(SOUND_EXPLODE);
324 take_hit(target_ptr, DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
326 /* Scatter contents. */
327 if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
329 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!"));
330 chest_death(target_ptr, TRUE, y, x, o_idx);