<ClCompile Include="..\..\src\birth.c" />\r
<ClCompile Include="..\..\src\bldg.c" />\r
<ClCompile Include="..\..\src\cave.c" />\r
+ <ClCompile Include="..\..\src\chest.c" />\r
<ClCompile Include="..\..\src\chuukei.c" />\r
<ClCompile Include="..\..\src\cmd-activate.c" />\r
<ClCompile Include="..\..\src\cmd-eat.c" />\r
<ClCompile Include="..\..\src\cmd-usestaff.c" />\r
<ClCompile Include="..\..\src\cmd-zaprod.c" />\r
<ClCompile Include="..\..\src\cmd-zapwand.c" />\r
+ <ClInclude Include="..\..\src\chest.h" />\r
<ClInclude Include="..\..\src\cmd-magiceat.h" />\r
<ClInclude Include="..\..\src\cmd-zaprod.h" />\r
<ClInclude Include="..\..\src\cmd-zapwand.h">\r
<ClCompile Include="..\..\src\cmd-spell.c">\r
<Filter>Source</Filter>\r
</ClCompile>\r
+ <ClCompile Include="..\..\src\chest.c">\r
+ <Filter>Source</Filter>\r
+ </ClCompile>\r
</ItemGroup>\r
<ItemGroup>\r
<ClInclude Include="..\..\src\angband.h">\r
<ClInclude Include="..\..\src\gameoption.h">\r
<Filter>Header</Filter>\r
</ClInclude>\r
+ <ClInclude Include="..\..\src\chest.h">\r
+ <Filter>Header</Filter>\r
+ </ClInclude>\r
</ItemGroup>\r
<ItemGroup>\r
<ResourceCompile Include="..\..\src\angband.rc" />\r
--- /dev/null
+\r
+#include "angband.h"\r
+\r
+/*!\r
+* @brief \94 \82©\82ç\83A\83C\83e\83\80\82ð\88ø\82«\8fo\82· /\r
+* Allocates objects upon opening a chest -BEN-\r
+* @param scatter TRUE\82È\82ç\82Î\83g\83\89\83b\83v\82É\82æ\82é\83A\83C\83e\83\80\82Ì\8ag\8eU\8f\88\97\9d\r
+* @param y \94 \82Ì\91¶\8dÝ\82·\82é\83}\83X\82ÌY\8dÀ\95W\r
+* @param x \94 \82Ì\91¶\8dÝ\82·\82é\83}\83X\82ÌX\8dÀ\95W\r
+* @param o_idx \94 \82Ì\83I\83u\83W\83F\83N\83gID\r
+* @return \82È\82µ\r
+* @details\r
+* <pre>\r
+* Disperse treasures from the given chest, centered at (x,y).\r
+*\r
+* Small chests often contain "gold", while Large chests always contain\r
+* items. Wooden chests contain 2 items, Iron chests contain 4 items,\r
+* and Steel chests contain 6 items. The "value" of the items in a\r
+* chest is based on the "power" of the chest, which is in turn based\r
+* on the level on which the chest is generated.\r
+* </pre>\r
+*/\r
+void chest_death(bool scatter, int y, int x, s16b o_idx)\r
+{\r
+ int number;\r
+\r
+ bool small;\r
+ BIT_FLAGS mode = AM_GOOD;\r
+\r
+ object_type forge;\r
+ object_type *q_ptr;\r
+\r
+ object_type *o_ptr = &o_list[o_idx];\r
+\r
+\r
+ /* Small chests often hold "gold" */\r
+ small = (o_ptr->sval < SV_CHEST_MIN_LARGE);\r
+\r
+ /* Determine how much to drop (see above) */\r
+ number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;\r
+\r
+ if (o_ptr->sval == SV_CHEST_KANDUME)\r
+ {\r
+ number = 5;\r
+ small = FALSE;\r
+ mode |= AM_GREAT;\r
+ object_level = o_ptr->xtra3;\r
+ }\r
+ else\r
+ {\r
+ /* Determine the "value" of the items */\r
+ object_level = ABS(o_ptr->pval) + 10;\r
+ }\r
+\r
+ /* Zero pval means empty chest */\r
+ if (!o_ptr->pval) number = 0;\r
+\r
+ /* Opening a chest */\r
+ opening_chest = TRUE;\r
+\r
+ /* Drop some objects (non-chests) */\r
+ for (; number > 0; --number)\r
+ {\r
+ /* Get local object */\r
+ q_ptr = &forge;\r
+\r
+ /* Wipe the object */\r
+ object_wipe(q_ptr);\r
+\r
+ /* Small chests often drop gold */\r
+ if (small && (randint0(100) < 25))\r
+ {\r
+ /* Make some gold */\r
+ if (!make_gold(q_ptr)) continue;\r
+ }\r
+\r
+ /* Otherwise drop an item */\r
+ else\r
+ {\r
+ /* Make a good object */\r
+ if (!make_object(q_ptr, mode)) continue;\r
+ }\r
+\r
+ /* If chest scatters its contents, pick any floor square. */\r
+ if (scatter)\r
+ {\r
+ int i;\r
+ for (i = 0; i < 200; i++)\r
+ {\r
+ /* Pick a totally random spot. */\r
+ y = randint0(MAX_HGT);\r
+ x = randint0(MAX_WID);\r
+\r
+ /* Must be an empty floor. */\r
+ if (!cave_empty_bold(y, x)) continue;\r
+\r
+ /* Place the object there. */\r
+ drop_near(q_ptr, -1, y, x);\r
+\r
+ /* Done. */\r
+ break;\r
+ }\r
+ }\r
+ /* Normally, drop object near the chest. */\r
+ else drop_near(q_ptr, -1, y, x);\r
+ }\r
+\r
+ /* Reset the object level */\r
+ object_level = base_level;\r
+\r
+ /* No longer opening a chest */\r
+ opening_chest = FALSE;\r
+\r
+ /* Empty */\r
+ o_ptr->pval = 0;\r
+\r
+ /* Known */\r
+ object_known(o_ptr);\r
+}\r
+\r
+\r
+/*!\r
+* @brief \94 \82Ì\83g\83\89\83b\83v\8f\88\97\9d /\r
+* Chests have traps too.\r
+* @param y \94 \82Ì\91¶\8dÝ\82·\82é\83}\83X\82ÌY\8dÀ\95W\r
+* @param x \94 \82Ì\91¶\8dÝ\82·\82é\83}\83X\82ÌX\8dÀ\95W\r
+* @param o_idx \94 \82Ì\83I\83u\83W\83F\83N\83gID\r
+* @return \82È\82µ\r
+* @details\r
+* <pre>\r
+* Exploding chest destroys contents (and traps).\r
+* Note that the chest itself is never destroyed.\r
+* </pre>\r
+*/\r
+void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx)\r
+{\r
+ int i, trap;\r
+\r
+ object_type *o_ptr = &o_list[o_idx];\r
+\r
+ int mon_level = o_ptr->xtra3;\r
+\r
+ /* Ignore disarmed chests */\r
+ if (o_ptr->pval <= 0) return;\r
+\r
+ /* Obtain the traps */\r
+ trap = chest_traps[o_ptr->pval];\r
+\r
+ /* Lose strength */\r
+ if (trap & (CHEST_LOSE_STR))\r
+ {\r
+#ifdef JP\r
+ msg_print("\8ed\8a|\82¯\82ç\82ê\82Ä\82¢\82½\8f¬\82³\82È\90j\82É\8eh\82³\82ê\82Ä\82µ\82Ü\82Á\82½\81I");\r
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "\93Å\90j", -1);\r
+#else\r
+ msg_print("A small needle has pricked you!");\r
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);\r
+#endif\r
+\r
+ (void)do_dec_stat(A_STR);\r
+ }\r
+\r
+ /* Lose constitution */\r
+ if (trap & (CHEST_LOSE_CON))\r
+ {\r
+#ifdef JP\r
+ msg_print("\8ed\8a|\82¯\82ç\82ê\82Ä\82¢\82½\8f¬\82³\82È\90j\82É\8eh\82³\82ê\82Ä\82µ\82Ü\82Á\82½\81I");\r
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "\93Å\90j", -1);\r
+#else\r
+ msg_print("A small needle has pricked you!");\r
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);\r
+#endif\r
+\r
+ (void)do_dec_stat(A_CON);\r
+ }\r
+\r
+ /* Poison */\r
+ if (trap & (CHEST_POISON))\r
+ {\r
+ msg_print(_("\93Ë\94@\90\81\82«\8fo\82µ\82½\97Î\90F\82Ì\83K\83X\82É\95ï\82Ý\8d\9e\82Ü\82ê\82½\81I", "A puff of green gas surrounds you!"));\r
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))\r
+ {\r
+ (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));\r
+ }\r
+ }\r
+\r
+ /* Paralyze */\r
+ if (trap & (CHEST_PARALYZE))\r
+ {\r
+ msg_print(_("\93Ë\94@\90\81\82«\8fo\82µ\82½\89©\90F\82¢\83K\83X\82É\95ï\82Ý\8d\9e\82Ü\82ê\82½\81I", "A puff of yellow gas surrounds you!"));\r
+ if (!p_ptr->free_act)\r
+ {\r
+ (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));\r
+ }\r
+ }\r
+\r
+ /* Summon monsters */\r
+ if (trap & (CHEST_SUMMON))\r
+ {\r
+ int num = 2 + randint1(3);\r
+ msg_print(_("\93Ë\94@\90\81\82«\8fo\82µ\82½\89\8c\82É\95ï\82Ý\8d\9e\82Ü\82ê\82½\81I", "You are enveloped in a cloud of smoke!"));\r
+ for (i = 0; i < num; i++)\r
+ {\r
+ if (randint1(100)<dun_level)\r
+ activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);\r
+ else\r
+ (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
+ }\r
+ }\r
+\r
+ /* Elemental summon. */\r
+ if (trap & (CHEST_E_SUMMON))\r
+ {\r
+ msg_print(_("\95ó\82ð\8eç\82é\82½\82ß\82É\83G\83\8c\83\81\83\93\83^\83\8b\82ª\8c»\82ê\82½\81I", "Elemental beings appear to protect their treasures!"));\r
+ for (i = 0; i < randint1(3) + 5; i++)\r
+ {\r
+ (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
+ }\r
+ }\r
+\r
+ /* Force clouds, then summon birds. */\r
+ if (trap & (CHEST_BIRD_STORM))\r
+ {\r
+ msg_print(_("\92¹\82Ì\8cQ\82ê\82ª\82 \82È\82½\82ð\8eæ\82è\8aª\82¢\82½\81I", "A storm of birds swirls around you!"));\r
+\r
+ for (i = 0; i < randint1(3) + 3; i++)\r
+ (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);\r
+\r
+ for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)\r
+ {\r
+ (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
+ }\r
+ }\r
+\r
+ /* Various colorful summonings. */\r
+ if (trap & (CHEST_H_SUMMON))\r
+ {\r
+ /* Summon demons. */\r
+ if (one_in_(4))\r
+ {\r
+ msg_print(_("\89\8a\82Æ\97°\89©\82Ì\89_\82Ì\92\86\82É\88«\96\82\82ª\8ep\82ð\8c»\82µ\82½\81I", "Demons materialize in clouds of fire and brimstone!"));\r
+ for (i = 0; i < randint1(3) + 2; i++)\r
+ {\r
+ (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);\r
+ (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
+ }\r
+ }\r
+\r
+ /* Summon dragons. */\r
+ else if (one_in_(3))\r
+ {\r
+ msg_print(_("\88Ã\88Å\82É\83h\83\89\83S\83\93\82Ì\89e\82ª\82Ú\82ñ\82â\82è\82Æ\8c»\82ê\82½\81I", "Draconic forms loom out of the darkness!"));\r
+ for (i = 0; i < randint1(3) + 2; i++)\r
+ {\r
+ (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
+ }\r
+ }\r
+\r
+ /* Summon hybrids. */\r
+ else if (one_in_(2))\r
+ {\r
+ msg_print(_("\8aï\96\82È\8ep\82Ì\89ö\95¨\82ª\8fP\82Á\82Ä\97\88\82½\81I", "Creatures strange and twisted assault you!"));\r
+ for (i = 0; i < randint1(5) + 3; i++)\r
+ {\r
+ (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
+ }\r
+ }\r
+\r
+ /* Summon vortices (scattered) */\r
+ else\r
+ {\r
+ msg_print(_("\89Q\8aª\82ª\8d\87\91Ì\82µ\81A\94j\97ô\82µ\82½\81I", "Vortices coalesce and wreak destruction!"));\r
+ for (i = 0; i < randint1(3) + 2; i++)\r
+ {\r
+ (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));\r
+ }\r
+ }\r
+ }\r
+\r
+ /* Dispel player. */\r
+ if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)\r
+ {\r
+ /* Determine how many nasty tricks can be played. */\r
+ int nasty_tricks_count = 4 + randint0(3);\r
+\r
+ /* Message. */\r
+ msg_print(_("\8b°\82ë\82µ\82¢\90º\82ª\8b¿\82¢\82½: \81u\88Ã\88Å\82ª\93ð\82ð\82Â\82Â\82Ü\82ñ\81I\81v", "Hideous voices bid: 'Let the darkness have thee!'"));\r
+ /* This is gonna hurt... */\r
+ for (; nasty_tricks_count > 0; nasty_tricks_count--)\r
+ {\r
+ /* ...but a high saving throw does help a little. */\r
+ if (randint1(100 + o_ptr->pval * 2) > p_ptr->skill_sav)\r
+ {\r
+ if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), _("\94j\96Å\82Ì\83g\83\89\83b\83v\82Ì\95ó\94 ", "a chest dispel-player trap"), -1);\r
+ else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);\r
+ else if (one_in_(4))\r
+ {\r
+ if (!p_ptr->free_act)\r
+ (void)set_paralyzed(p_ptr->paralyzed + 2 +\r
+ randint0(6));\r
+ else\r
+ (void)set_stun(p_ptr->stun + 10 +\r
+ randint0(100));\r
+ }\r
+ else if (one_in_(3)) apply_disenchant(0);\r
+ else if (one_in_(2))\r
+ {\r
+ (void)do_dec_stat(A_STR);\r
+ (void)do_dec_stat(A_DEX);\r
+ (void)do_dec_stat(A_CON);\r
+ (void)do_dec_stat(A_INT);\r
+ (void)do_dec_stat(A_WIS);\r
+ (void)do_dec_stat(A_CHR);\r
+ }\r
+ else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);\r
+ }\r
+ }\r
+ }\r
+\r
+ /* Aggravate monsters. */\r
+ if (trap & (CHEST_ALARM))\r
+ {\r
+ msg_print(_("\82¯\82½\82½\82Ü\82µ\82¢\89¹\82ª\96Â\82è\8b¿\82¢\82½\81I", "An alarm sounds!"));\r
+ aggravate_monsters(0);\r
+ }\r
+\r
+ /* Explode */\r
+ if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)\r
+ {\r
+ msg_print(_("\93Ë\91R\81A\94 \82ª\94\9a\94\82µ\82½\81I", "There is a sudden explosion!"));\r
+ msg_print(_("\94 \82Ì\92\86\82Ì\95¨\82Í\82·\82×\82Ä\95²\81X\82É\8dÓ\82¯\8eU\82Á\82½\81I", "Everything inside the chest is destroyed!"));\r
+ o_ptr->pval = 0;\r
+ sound(SOUND_EXPLODE);\r
+ take_hit(DAMAGE_ATTACK, damroll(5, 8), _("\94\9a\94\82·\82é\94 ", "an exploding chest"), -1);\r
+ }\r
+ /* Scatter contents. */\r
+ if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)\r
+ {\r
+ msg_print(_("\95ó\94 \82Ì\92\86\90g\82Í\83_\83\93\83W\83\87\83\93\82¶\82ã\82¤\82É\8eU\97\90\82µ\82½\81I", "The contents of the chest scatter all over the dungeon!"));\r
+ chest_death(TRUE, y, x, o_idx);\r
+ o_ptr->pval = 0;\r
+ }\r
+}\r
+\r
--- /dev/null
+\r
+extern void chest_death(bool scatter, int y, int x, s16b o_idx);\r
+extern void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx);\r
+\r
*/
#include "angband.h"
+#include "chest.h"
/*!
return (0);
}
-
-/*!
- * @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 turn based
- * on the level on which the chest is generated.
- * </pre>
- */
-static void chest_death(bool scatter, int y, int x, s16b o_idx)
-{
- int number;
-
- bool small;
- BIT_FLAGS mode = AM_GOOD;
-
- object_type forge;
- object_type *q_ptr;
-
- object_type *o_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;
- object_level = o_ptr->xtra3;
- }
- else
- {
- /* Determine the "value" of the items */
- object_level = ABS(o_ptr->pval) + 10;
- }
-
- /* Zero pval means empty chest */
- if (!o_ptr->pval) number = 0;
-
- /* Opening a chest */
- opening_chest = TRUE;
-
- /* 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 */
- 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. */
- drop_near(q_ptr, -1, y, x);
-
- /* Done. */
- break;
- }
- }
- /* Normally, drop object near the chest. */
- else drop_near(q_ptr, -1, y, x);
- }
-
- /* Reset the object level */
- object_level = base_level;
-
- /* No longer opening a chest */
- opening_chest = FALSE;
-
- /* 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>
- */
-static void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx)
-{
- int i, trap;
-
- object_type *o_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))
- {
-#ifdef JP
- msg_print("仕掛けられていた小さな針に刺されてしまった!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
-#else
- msg_print("A small needle has pricked you!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
-#endif
-
- (void)do_dec_stat(A_STR);
- }
-
- /* Lose constitution */
- if (trap & (CHEST_LOSE_CON))
- {
-#ifdef JP
- msg_print("仕掛けられていた小さな針に刺されてしまった!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
-#else
- msg_print("A small needle has pricked you!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
-#endif
-
- (void)do_dec_stat(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->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)<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);
-
- /* 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--)
- {
- /* ...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(A_STR);
- (void)do_dec_stat(A_DEX);
- (void)do_dec_stat(A_CON);
- (void)do_dec_stat(A_INT);
- (void)do_dec_stat(A_WIS);
- (void)do_dec_stat(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;
- }
-}
-
-
/*!
* @brief 箱を開けるコマンドのメインルーチン /
* Attempt to open the given chest at the given location