+++ /dev/null
-
-#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
-* <pre>
-* 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 current_world_ptr->game_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)
-{
- int number;
-
- bool small;
- BIT_FLAGS mode = AM_GOOD | AM_FORBID_CHEST;
-
- object_type forge;
- object_type *q_ptr;
-
- object_type *o_ptr = ¤t_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;
- current_floor_ptr->object_level = o_ptr->xtra3;
- }
- else
- {
- /* Determine the "value" of the items */
- current_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(q_ptr)) continue;
- }
-
- /* Otherwise drop an item */
- else
- {
- /* Make a good object */
- if (!make_object(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(y, x)) continue;
-
- /* Place the object there. */
- (void)drop_near(q_ptr, -1, y, x);
-
- /* Done. */
- break;
- }
- }
- /* Normally, drop object near the chest. */
- else (void)drop_near(q_ptr, -1, y, x);
- }
-
- /* Reset the object level */
- current_floor_ptr->object_level = current_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
-* <pre>
-* Exploding chest destroys contents (and traps).
-* Note that the chest itself is never destroyed.
-* </pre>
-*/
-void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)
-{
- int i, trap;
-
- object_type *o_ptr = ¤t_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(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
- (void)do_dec_stat(p_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(DAMAGE_NOESCAPE, damroll(1, 4), _("毒針", "a poison needle"), -1);
- (void)do_dec_stat(p_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()))
- {
- (void)set_poisoned(p_ptr, p_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 (!p_ptr->free_act)
- {
- (void)set_paralyzed(p_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(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));
- }
- }
-
- /* 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(-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(-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) > p_ptr->skill_sav)
- {
- 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);
- else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
- else if (one_in_(4))
- {
- if (!p_ptr->free_act)
- (void)set_paralyzed(p_ptr->paralyzed + 2 +
- randint0(6));
- else
- (void)set_stun(p_ptr->stun + 10 +
- randint0(100));
- }
- else if (one_in_(3)) apply_disenchant(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);
- }
- else (void)fire_meteor(-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(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(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);
- o_ptr->pval = 0;
- }
-}
-