Hengband
2.2.1
|
#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"
関数 | |
void | chest_death (bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx) |
箱からアイテムを引き出す / Allocates objects upon opening a chest -BEN- [詳解] | |
void | chest_trap (player_type *target_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx) |
箱のトラップ処理 / Chests have traps too. [詳解] | |
void chest_death | ( | bool | scatter, |
POSITION | y, | ||
POSITION | x, | ||
OBJECT_IDX | o_idx | ||
) |
箱からアイテムを引き出す / Allocates objects upon opening a chest -BEN-
scatter | TRUEならばトラップによるアイテムの拡散処理 |
y | 箱の存在するマスのY座標 |
x | 箱の存在するマスのX座標 |
o_idx | 箱のオブジェクトID |
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_trap | ( | player_type * | target_ptr, |
POSITION | y, | ||
POSITION | x, | ||
OBJECT_IDX | o_idx | ||
) |
箱のトラップ処理 / Chests have traps too.
y | 箱の存在するマスのY座標 |
x | 箱の存在するマスのX座標 |
o_idx | 箱のオブジェクトID |
Exploding chest destroys contents (and traps). Note that the chest itself is never destroyed.